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Method for exporting skeletal meshes from Ued?

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mentalhunter
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Method for exporting skeletal meshes from Ued?

Post by mentalhunter »

Well lol, is there any? pyronious send em alink of how to static meshes to 3DSmax but how you export skeletal meshes from unrealed? if there even is a method at all, i'd like to know, thanks :)
Last edited by mentalhunter on Tue Aug 18, 2009 9:15 pm, edited 1 time in total.
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Matrix224
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Re: Method for exporting skeletal meshes from Ued?

Post by Matrix224 »

Yes, I've done it with Knifee weapons.

1. Open whatever package you want.
2. Make a new class under Actor, in the package MyLevel
3. In its code, make...something like'

Var Mesh M;

function fu()
{
m=SOMEMESH;
}

then compile

4. Make a blank cube map and add that actor in it
5. Save the map as whatever
6. Close UED then Reopen it and go to your map
7. In the log, type

obj savepackage package="OriginalPackage" file="Something.u"

then, your mesh should be in Something.u

OriginalPackage HAS NO EXTENSIONS. DONT PUT

obj savepackage package="OriginalPackage.u" file="Something.u"

NO. BAD.

Other than that..

profit?
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Gizzy
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Re: Method for exporting skeletal meshes from Ued?

Post by Gizzy »

function fu()
{
m=SOMEMESH;
}
Nu uh, you forgot the quote marks.

Code: Select all

Function fu()
{
     M = Mesh'MeshNameHere';
}
Would be correct.


Or you could use uModel. uModel will give you the PSK (Model) and PSA (Animations) of a skeletal mesh, so you can recompile with textures and sounds into one .u, instead of using texture and sound packages with the above method. Both methods are great, and don't fuck the mesh up like UTPT (Which doesn't support exporting skeletal animations lawl). The uModel method takes longer, but you can end up with a single .u file, easier for distribution. On the other hand, the method Matrix suggested (And the method I prefer) is much quicker and doesn't require UCC, but means you will end up with additional sound or texture files. (If you intend on using them with the exported mesh)
Last edited by Gizzy on Tue Aug 18, 2009 10:27 pm, edited 1 time in total.
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Matrix224
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Re: Method for exporting skeletal meshes from Ued?

Post by Matrix224 »

function fu()
{
m=SOMEMESH;
}
Nu uh, you forgot the quote marks.

Code: Select all

Function fu()
{
     M = Mesh'MeshNameHere';
}
Would be correct.
Yes but usually, I'd just copy-paste the mesh name from an actor if possible. Otherwise, if you're as experienced with meshes as Mental-hunteR and don't know to quote it, then you need to go die. Fast. It was also just a small example.


Also,
".... but means you will end up with additional sound or texture files."


Not necessarily. You can easily combine it into the .u after exporting it, UCC not required.
Last edited by Matrix224 on Tue Aug 18, 2009 10:52 pm, edited 1 time in total.
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[]KAOS[]Casey
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Re: Method for exporting skeletal meshes from Ued?

Post by []KAOS[]Casey »

http://www.gildor.org/en/projects/umodel

any further instructions you may need are in the manual.

TL;DR = RTFM
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mentalhunter
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Re: Method for exporting skeletal meshes from Ued?

Post by mentalhunter »

Wow, lotsa methods after all hehe, thanks alot guys, this will do :)
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Smirftsch
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Re: Method for exporting skeletal meshes from Ued?

Post by Smirftsch »

someone who writes that down in the wiki maybe?
Sometimes you have to lose a fight to win the war.
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Gizzy
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Re: Method for exporting skeletal meshes from Ued?

Post by Gizzy »

Done.

http://www.oldunreal.com/wiki/index.php ... eal_and_UT

Someone might want to edit the formatting a bit, I have no clue about that :P
Last edited by Gizzy on Thu Aug 20, 2009 11:41 am, edited 1 time in total.
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mentalhunter
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Re: Method for exporting skeletal meshes from Ued?

Post by mentalhunter »

Yes it looks good and well explained but, like in UT99 most custom Skeletal meshes are attatched to or SkeletalChars or AdvancedModelSupport, the best thing to do then is upload the skeletal mesh you wish to use for Unreal into the package its attatched to like as mentioned before AdvancedModelSupport or SkeletalChars and then export it. At least thats how i do it.

This is for putting them into an upackage, not export the skeletalMesh from Unrealed into PSK and PSA format.

But you did some great work over there with putting that whole story on Wikipedia ;)
Last edited by mentalhunter on Thu Aug 20, 2009 1:24 pm, edited 1 time in total.
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Matrix224
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Re: Method for exporting skeletal meshes from Ued?

Post by Matrix224 »

Actually Casey once made me a BS'd skeletalchars.u for Unreal so you don't need to do whatever to try to seperate it
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Gizzy
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Re: Method for exporting skeletal meshes from Ued?

Post by Gizzy »

But you did some great work over there with putting that whole story on Wikipedia ;)
Lol, it wasn't wikipedia, it was the Oldunreal Wiki, and thanks ;D
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Turboman.
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Re: Method for exporting skeletal meshes from Ued?

Post by Turboman. »

wow, i had no idea extracting PSK skeletal animations was possible already!

that would make animating alot easier, that way we can only rig a player model and compile it with the UT soldier animations :D

speaking of which, i haven't really checked into the subject yet but are the actual PSA/PSK's included in 227?
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[]KAOS[]Casey
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Re: Method for exporting skeletal meshes from Ued?

Post by []KAOS[]Casey »

no psa/psk are included in 227

but the format is identical to UTs {with improvements}

tl;dr

any normal UT skeletal mesh will work ,you just need to extract it properly, either with the obj savepackage method or umodel.
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mentalhunter
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Re: Method for exporting skeletal meshes from Ued?

Post by mentalhunter »

Yes, i just wanted to say, i tryd exporting skeletal models from Postal2 which uses Unreal engine 2, and somehow at every Skeletal model i export from Postal2 to Unreal somehow gets screwed up a bit, as in the animations dont play at all, or they play half and move like they are s doll or statue. It could be the Uc or something but i tryd searching in the Postal2 Editor for the import data but couldnt find it anywhere. Anyone got any clue what the problem might be?
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[]KAOS[]Casey
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Re: Method for exporting skeletal meshes from Ued?

Post by []KAOS[]Casey »

it uses likely uses animation combining, which is supported in 227g
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Turboman.
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Re: Method for exporting skeletal meshes from Ued?

Post by Turboman. »

WOW thats just awesome, combining would make skeletal animation just about perfect, and it would save alot of people hours of animating the same full sequence :o

Just curious, any information on animation combining? i know what it does but, are there any tutorials on setting it up?
Last edited by Turboman. on Sun Aug 23, 2009 7:59 pm, edited 1 time in total.
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Shivaxi
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Re: Method for exporting skeletal meshes from Ued?

Post by Shivaxi »

Animation combing eh? It'd have to be 2 seperate sections of the body, like 1 animation animating upper body (arms head torso) and the 2nd animation like the lower body (legs) so u can combine running different directions with say a firing animation. Cause like....what would happen if u tried combing 2 animations that animate the body parts in different ways/directions?
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Matrix224
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Re: Method for exporting skeletal meshes from Ued?

Post by Matrix224 »

Ok well I got some UT2k4 players into Unreal but they have no weapon bone. How can I add one? I have MilkShape, so if anyone knows, please, do tell!
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.:..:
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Re: Method for exporting skeletal meshes from Ued?

Post by .:..: »

Heres how I completely imported one:

Code: Select all

#exec MESH MODELIMPORT MESH=MercMaleC MODELFILE="Models\MercMaleC.psk"
#exec MESH LODPARAMS MESH=MercMaleC STRENGTH=0.1
#exec MESH ORIGIN MESH=MercMaleC X=0 Y=0 Z=110 YAW=-64 PITCH=0 ROLL=0
#exec MESHMAP SCALE MESHMAP=MercMaleC X=0.37 Y=0.37 Z=0.37
#exec MESH WEAPONATTACH MESH=MercMaleC BONE="Bone_Weapon"
#exec MESH WEAPONPOSITION MESH=MercMaleC YAW=0 PITCH=-64 ROLL=64 X=0.0 Y=0.0 Z=0.0
#exec MESH BOUNDINGBOX MESH=MercMaleC XMIN=-129.0 YMIN=-129.0 ZMIN=-208.0 XMAX=129.0 YMAX=129.0 ZMAX=208.0

#exec MESH DEFAULTANIM MESH=MercMaleC ANIM=BipedMaleA

#exec Texture Import File="Textures\MercMaleCBodyA.bmp" Name=MercMaleCBodyA Mips=On MASKED=0 Group="Skins"
#exec Texture Import File="Textures\MercMaleCBodyA_0.bmp" Name=MercMaleCBodyA_0 Mips=On MASKED=0 Group="Skins"
#exec Texture Import File="Textures\MercMaleCBodyA_1.bmp" Name=MercMaleCBodyA_1 Mips=On MASKED=0 Group="Skins"
#exec Texture Import File="Textures\MercMaleCHeadA.bmp" Name=MercMaleCHeadA Mips=On MASKED=0 Group="Skins"
#EXEC MESHMAP SETTEXTURE MESHMAP=MercMaleC NUM=0 TEXTURE=MercMaleCBodyA
#EXEC MESHMAP SETTEXTURE MESHMAP=MercMaleC NUM=1 TEXTURE=MercMaleCHeadA
1823223D2A33224B0 wrote:...and now im stuck trying to fix everything you broke for the next 227 release xD :P
(ಠ_ಠ)
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Matrix224
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Re: Method for exporting skeletal meshes from Ued?

Post by Matrix224 »

Ah that fixed it. Thanks
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Matrix224
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Re: Method for exporting skeletal meshes from Ued?

Post by Matrix224 »





Ok, now I also get this in the log for 2 custom ut2k4 models

Log: Warning: missing bone/animation link for Dummy13  index 17137
Log: Warning: missing bone/animation link for Dummy01  index 17138
Log: Warning: missing bone/animation link for Dummy06  index 17139
Log: Warning: missing bone/animation link for Dummy12  index 17140
Log: Warning: missing bone/animation link for Dummy11  index 17141

On another it said the same thing with the addition of missing bone/animation link for BoneWeapon.

Any ideas?


Maybe if its possible, I have to remove the 'skeleton', which would break the animations.
Last edited by Matrix224 on Mon Aug 24, 2009 2:00 pm, edited 1 time in total.
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