Difference between revisions of "Importing vertex meshes into Unreal"
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*Frame 1 is the default position or the "Still" position the mesh. | *Frame 1 is the default position or the "Still" position the mesh. | ||
[[File:Frame1.jpg]] | [[File:Frame1.jpg]]<br> | ||
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*Frame 3 is the "Open" postion | *Frame 3 is the "Open" postion | ||
[[File:Frame3.jpg]] | [[File:Frame3.jpg]]<br> | ||
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*Frame 5 the "Close" position. | *Frame 5 the "Close" position. | ||
[[File:Frame5.jpg]] | [[File:Frame5.jpg]]<br> | ||
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Revision as of 22:22, 21 March 2021
Part 1) Intro
Unreal Engine 1 is one of the older engines which seems to be user unfriendly when it comes to importing new animated meshes into the game.
In this tutorial I like to share my workflow how I prepare and export meshes from blender and get it into Unreal / Unreal Tournament.
I will use my new RocketCan Mesh which I made for Unreal Redux as example.
Part 2) File Formats _a.3d & _d.3d and Blender plugin
Unreals vertex mesh format requirs two different files for the import.
The _a.3d stores the vertex animation timeline and the _d.3d stores the mesh data like the UV Map and materials / poly flags.
Thankfully Skywolf wrote an exporter for Blender which allows exporting the meshes in the right formats!
Link to the thread + downloads: Skywolfs Blender Vertex Mesh Importer / Exporter Plugin
For this tutorial I will use Blender 2.80. The plugin for blender works flawless in this version I don't know if there will be future updates for the plugin for newer Blender versions.
Part 3) Preparing your mesh
I setup an simple armature system for the mesh which includes an "Open" and "Close" animation.
- Frame 1 is the default position or the "Still" position the mesh.
- Frame 3 is the "Open" postion
- Frame 5 the "Close" position.