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Sticky Topic Blender plugins (Read 103 times)
Kajgue
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Blender plugins
11/12/16 at 00:04:43
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Heya,

As I'm made aware, (as with myself aswel until recently) it can be hard to find the relevant plugins, or even know that they exist; for Blender in order to create world geometry or models.

Blender

Blender is a free, powerful 3d modelling tool. It can be used to create many things, ranging from cartoonish images, realistic renders, animations, movie graphics as well as 3d models and animation sequences for them for games. If the costs of most 3d modelling applications exceed your budget, Blender would be the ideal suggestion.

Blender can be obtained here -

https://www.blender.org/

World Geometry

World geometry can also be created in Blender, and is probably a more specialised tool to create organic geometry in. In order to create geometry from your blender models, first of all export it with the .ASE scene exporter -

ASE Exporter plugin
(By MCampagnini)

IF THIS PLUGIN DOES NOT WORK, THE FOLLOWING ASE EXPORTER SHOULD!
ASE251.zip

(Tested with version 2.79, currently untested with 2.8 unless somebody wants to try)

Before exporting using the ASE exporter, make sure your 'will be' brush is triangulated, which is even more relevant if using this object as organic/fluid geometry. The reason behind this is that, the type of graphics that most games comprise of may only consist of flat surfaces, and it is impossible to make a triangulated polygon 'bent', meaning you are free to manipulate vertexes in any way you desire. If you have ever seen a stock Unreal map through the editor in wireframe view, you will notice that outdoor brushes or organic geometry (except in a few shortcut cases) will only consist of polygons (flat faces) which have three corners (vertexes) and three sides (edges). Unreal cannot handle polygons (faces) which are in any way non-flat, therefore you should always be working with triangulated faces for organic geometry.

After exporting your file as an .ase, you can then use the asetot3d tool in order to convert your exported file into a .t3d brush.

ASEtot3d
(By Daire "Solosnake" Stockdale)

Finally, you can just load up that new .t3d file within UnrealEd by 'Importing' it as a .t3d brush (that option can be found under the 'Brush' menu-tab), which will draw your redbrush as that file you just exported, converted and loaded. Also remember your model from Blender MUST be a continuous mesh, it may not have any gaps, holes or parts of the model which exchange a 'leak' between what is meant to be the outside of your model, and the inside (brush volume) of your model.

Skeletal meshes

I will not provide a tutorial on how to create, rig and animate a skeletal mesh at the moment, but may later on in a separate thread. If you know how to create character models, rig them and animate them (or anything else which has animations) but don't know where to obtain the necessary plugins to export to .psk (Unreal skeletal model format) or .psa (Unreal skeletal armature format) I will provide the exporter:

.PSK/.PSA Exporter
(By Optimus-P)

(Tested with version 2.79, currently untested with 2.8 unless somebody wants to try)

Vertex Meshes

SkyWolf has been working on a Blender plugin to handle the creation of Vertex Meshes from within Blender (sorry that i didn't include this in this thread for a while).

https://www.oldunreal.com/cgi-bin/yabb2/YaBB.pl?num=1490136781
« Last Edit: yesterday at 18:30:46 by Kajgue » 
Reason: A link was wrong 

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Re: Blender plugins
Reply #1 - 11/12/16 at 14:24:18
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By default these plugin already come with Blender. Just enable them under User Preferences.

The PSA/PSK exporter seems to be quite hard to get working right though. First the model and skeleton's origin must be at center. But even then I can't get it to work correctly. When making the model flat shaded it works fine but when it's smooth shaded it deforms the model.

Another thing is that you need to export the PSA/PSK files to the same folder as the .blend file else it simply refuses to export anything.
  

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Kajgue
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Re: Blender plugins
Reply #2 - 11/12/16 at 16:03:01
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Oh?

I actually had to download these plugins separately, that could be because I don't have the very latest version of Blender.
  

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Re: Blender plugins
Reply #3 - yesterday at 16:50:20
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I know SkyWolf has his own thread, but I thought it'd be a good idea to link the thread to his Blender: vertex mesh plugin here.

I'll also sticky this thread and add more plugins to the list as time goes on.
  

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Re: Blender plugins
Reply #4 - yesterday at 18:22:47
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Are all these plugins compatible with Blender 2.8? Might be worth checking as 2.8 breaks pretty much all plugins.

  

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Kajgue
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Re: Blender plugins
Reply #5 - yesterday at 18:26:20
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Ah good point, i know for sure they're compatible with the version i'm using (2.79).

I'll add something to the initial message. Thanks.
  

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