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  1. #1
    Join Date
    Mar 2002
    Posts
    1,402

    3D Software & Export Plugin Reference

    There is no answer I can give you because it is you that uses the program, not me. With that being said any threads that are about "Which software is right for me" or "Maya vs Lightwave vs Max" threads will be deleted from now on. Why? These threads offer no help at all. They always endup with what I just said, it is up to YOU to decide which software YOU like the most!


    If you need help choosing which 3d package is right for you, here are links to demo versions of a wide variety of 3d software. Try until you find something you like, then stick with it.

    Rhino 3D
    www.rhino3d.com

    Cinema 4D
    http://www.maxon.net

    Milkshape 3d
    http://www.milkshape3d.com/

    Blender
    http://www.blender.org/

    Maya
    http://www.alias.com/eng/products-s...ple/index.shtml

    3d Studio Max
    http://www.discreet.com/3dsmax/try.html

    gmax
    http://www.discreet.com/products/gmax/

    Softimage XSI
    http://www.softimage.com/products/Mod/v42/downloads/
    Comunity Center:
    http://www.softimage.com/community/Mod/v4/

    Houdini
    http://www.sidefx.com/products/apprentice/index.html

    Truespace
    http://www.caligari.com/store/trueS...ate=STtrueSpace

    Wings 3d
    http://www.wings3d.com/

    If I missed a 3d package that offers a demo, pm me with the software name and URL.
    Last edited by SLAYER; 04-12-2005 at 01:00 AM.

  2. #2
    Join Date
    Sep 2003
    Location
    Raleigh, NC
    Posts
    7,272

    Lightbulb UT Export Plugins Reference

    ActorX - for Max 3.1-8.0 & Maya 3.0-7.0 & XSI 4.0-4.2

    ActorX is available for both Max and Maya. There is an ActorX Max Tutorial and an ActorX Maya Tutorial on UDN. When using the Maya version to export character models, make sure to check the "underscores to spaces" option. This is available by typing "axoptions" in the command line. When you import from Maya, you should check the "assume maya coordinates" box, assuming you have not switched to a Z-up world in Maya. To use UPaint, you must use ActorX and not the Uneditor plugin. You need a .psk to use UPaint and the Uneditor plugin does not create one.

    ActorX for XSI Mod Tool is now available as well. Installation instructions and download are available at the link provided.

    MasctorX for ActorX and Maya 6

    There is a mass animation and mesh exporter, MasctorX, available for use with ActorX and Maya 6. The ReadMe has some instructions and advanced options. This tool was created by Quantax from the Atari Forums for Unreal Tournament 2004. All this and more can be found at his site, www.innoscience.net. The tool is in the scripting section of the site.
    Screenshots:
    http://www.innoscience.net/masctorx-ss3.jpg
    http://www.innoscience.net/masctorx-ss4.jpg
    http://www.innoscience.net/masctorx-ss5.jpg

    Uneditor for UT2k4 and Maya 5.0/6.0/5.0PLE/7.0PLE

    The UnEditor export plugin for the PLE version of Maya is available on CD6 of the CD version of UT2004 or in the folder CD6 of the DVD version of UT2004. The Maya Complete Plugins are identical to the plugin for the PLE version, but they are for the commercial versions of Maya. There is also a newer version of the 5.0PLE plugin and a 7.0PLE version available at that site. It has a bug fix for the "mirrored collision geometry" problem. Once installed, there will be a help file in My Documents\Maya\*YourVerson*\Docs\UT2004ExportHelp. It will explain setting up the shelf as well as exporting and other features. One important note is that you cannot use UPaint with these plugins as they do not create a .psk.

    If you are using Maya 6 Complete/Unlimited and the Maya Complete plugin and having trouble with your animations, StephenCook has made a fix available. Just replace your UT2004Export.mel script with this one:

    StephenCook Exporter Fix

    You can find more info about it on this thread:

    http://www.3dbuzz.com/vbforum/showthread.php?t=111704

    UnEditor for UT2k3 and Maya PLE 4.0/4.5

    If you are using UT2k3 and Maya PLE 4.5, the Unreal Wiki Maya PLE Character Model Tutorial - Part 5 explains the use of the old UnEditor plugin and also contains a download of the plugin for those that have difficulty with the scale attribute functioning correctly.

    Maya PLE 6.0

    There is no Unreal Export plugin for Maya PLE 6.0 at this time. As soon as one is made available a link will be posted.

    Impersonator Facial Animation Tools

    The Impersonator Tools and Samples make it possible to add facial animations to Unreal Tournament and custom characters. There are exporters for both Max and Maya. The help file that comes with the tools explains most of what you need to get them working. This thread also contains a short step by step to adding a facial animations sequence to one of the Intro characters. You can vistit OC3's Homepage to find more info.

    Jamlander for 3dsMax

    Jamlander is an exporter for 3dsMax that allows you to export geometry as Static Meshes with multi/sub object materials/vertex colours/instance detection, Brushes with multi/sub object materials and two methods of export, or Movers with keyframes. You can also export Lights with adjustment to match Unreal light's behaviour, Triggers with events and visible collision cylinder, Player Starts, CTF Bases, PathNodes, and over 45 more actors. It now comes with an HTML help file. This is definitely worth a look if you are using 3dsMax 5 or 6.

    LightWave 3D UT Import/Export

    I found these UT Import/Export Tools. I have no way of knowing how well they work, or if at all. They are all I have found, however, so hopefully they will work.

    Another Lightwave tool is available here: http://wiki.beyondunreal.com/wiki/Lwo2psk

    TrueSpace Plugins

    The TS to PSK will allow the exporting of Character models as well as vehicles and, I suppose, weapons. There are instructions available at the bottom of the page and the Jugg skeletonis also available. There is also a TS to ASE Plugin for exporting Static Meshes. The TS to T3D Plugin allows a TrueSpace model or scene to be exported as a brush or map. There is support for Movers, Static Meshes with instancing, and Lights with brightness and color. For importing, the PSK/PSA to TS Plugins allow you to import .psk and .psa files into TrueSpace.

    Cinema4D

    There is an static mesh exporter available from Remotion in the downloads section.

    .ASE Export from Blender

    The UnrealWiki Blender Page has links to 2 .ase exporters for Blender. Exporters for .psk and .psa are being developed at this time. A link will be provided once they are completed.

    Milkshape 3D

    A tutorial on Exporting to UT Skeletal Mesh is provided on the Milkshape 3D site. I have not used Milkshape 3D and have no way of knowing if this is an up to date tutorial, but it may be worth a look.

    GMax

    The LevelDesigner GMax to Unreal Tutorial explains exporting brushes and static meshes using the Tempest Gamepack, Npherno, and Milkshape3D.

    Wings 3D

    From UnrealWiki:

    Unfortunately, Wings 3D does not export directly to any format that UnrealEd can import. To import your model into UnrealEd you will have to use an external converter. If at all possible, use a retail version of Maya or 3d Studio as the gobetween.

    Misc Level Design Tools

    Unrealized: Level Design Tools has a few tools for creating .t3d files for importing into Unreal. There is one for Cinema4D users and another for converting Quake BSP to Unreal .t3d.

    .DDS Exporters

    .dds texture plugins are available from nVidia's Texture Tools Site. There is a plugin for Photoshop as well as instructions for using it with Paint Shop Pro. Also, there are plugins for 3dsMax 3,4,5 and the source for the 3dsMax plugin.

    General Tips

    OK, here's the deal with rigging. You don't want to touch the skeleton if you can help it. If you don't touch it, there should be no problems at all. Each time you alter something you increase the chances of having problems. Small rotations of the bones may (and I say MAY) not cause any problems. That is your best bet if you really have to alter some part of the skeleton. I wouldn't use the move tool or scale tool on individual bones. You really don't want to move, scale, or rotate the whole skeleton at all. The most common mistake is rotating the skeleton from it's position on import to match your model, or scaling the skeleton to match the model. That will almost always cause problems when you put it in UnrealEd. Always try to make any changes to your model so that it fits the skeleton. Everyone thinks that it is more work to alter their model until they have problems and then have to go back and alter it as well as redoing the skinning. So, save yourself some work and try to make your model fit the skeletonas best as you can. Then, make small rotations to individual bones if absolutely necessary. Hopefully, everything works out the first time. I can't tell you how many times I have explained this to people after they have done all the work and had problems.

    In order to use UPaint, you must use a plugin that creates a .psk. The Uneditor plugins do not. Most others do.

    Default Skeletons and Animation Files

    The Male Skeleton is available for all Maya versions. For Max, the meshes, skeletons, and animations (from UT2003) are all available here from FilePlanet. To use the default animations from UT, you must use these skeletons and the animations must be from a character using the same skeleton.

    If you are having problems with the skeleton from the VTM Resource Files download, try this one instead. It is from the UDN site and should be alright:

    UDN Male Skeleton Rig

    tendo3d has made the alien, human male/female, bot, and juggernaut skeletons available in Maya format as well. You can find them here


    Importing into UnrealEditor

    Info on importing meshes and animations into the Unreal Editor can be found in the UDN Animation Browser Tutorial. This info pertains mostly to those using ActorX. When using the UnEditor plugin, there is no need for importing.

    That is it for now. Some of the above utilities may be out of date. Feel free to add anything I have missed. Hopefully, this will keep these questions from continuing to pop up so often.
    Last edited by ffejnosliw; 02-27-2006 at 10:26 PM.

  3. #3
    Join Date
    May 2004
    Location
    Sweden
    Posts
    495
    Nothing new, but now at least all the noobs doesn't have to ask for these plugins.

    Thankful for us, now we don't have Copy and Paste anymore
    I know

  4. #4
    Join Date
    Feb 2004
    Posts
    147
    ya it is good i know, but also as a small update for him, i am currently debugging some code and rehashing it a little bit to get full support for psk export into blender.

  5. #5
    Join Date
    May 2004
    Location
    Sweden
    Posts
    495
    What about .psa?

  6. #6
    Join Date
    Feb 2004
    Posts
    147
    Originally posted by HomelessDroid
    What about .psa?
    that will be right after psk is done, because i have some problems writting it.


    edit: currently on the psk version i am making i am having some problems, but i am currenlty fixing them, but once those are done i just haft to talk to epic to get a little bit of info on how the psa file format is done.
    Last edited by dandel1984; 08-29-2004 at 04:11 PM.

  7. #7
    Join Date
    May 2004
    Posts
    597
    What about GMax? I know there is a way to model in GMax and use Milkshape as a converter/exporter. Has anyone heard of a simpler way to use GMax?

    Also, any info about Wings? It's great to see someone working on a Blender exporter, but one for Wings would be good, too. I'm all for legally free software

  8. #8
    Join Date
    Feb 2004
    Posts
    147
    Originally posted by jedilaw
    What about GMax? I know there is a way to model in GMax and use Milkshape as a converter/exporter. Has anyone heard of a simpler way to use GMax?

    Also, any info about Wings? It's great to see someone working on a Blender exporter, but one for Wings would be good, too. I'm all for legally free software
    yes there is, it is called wait for hte ut2k3 gamepack to be released (if that ever happens)

  9. #9
    Join Date
    Apr 2003
    Location
    Netherlands
    Posts
    3,944
    Originally posted by dandel1984


    yes there is, it is called wait for hte ut2k3 gamepack to be released (if that ever happens)
    Haha, well seeying that it's announched for what 1,5 - 2 years ? I doubt it will ever happen.

    Not surprising though. Seeying that game developers apparantly have to pay discreet to actualy make a pluging for gmax. With that in mind i doubt that plugin will ever see the light of day since maya ple already has superb UT2004 support.

  10. #10
    Join Date
    Sep 2003
    Location
    Raleigh, NC
    Posts
    7,272
    What about GMax?
    I added GMax to the list, but I haven't found anything but using Milkshape as a go between.
    Also, any info about Wings?
    Again, added to the list, but needs a go between.

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