Difference between revisions of "Importing vertex meshes into Unreal"
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In this tutorial I like to share my workflow how I prepare and export meshes from blender and get it into Unreal / Unreal Tournament.<br> | In this tutorial I like to share my workflow how I prepare and export meshes from blender and get it into Unreal / Unreal Tournament.<br> | ||
<br> | <br> | ||
I will use my new | 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 == | == Part 2) File Formats _a.3d & _d.3d and Blender plugin == |
Revision as of 22:24, 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.