Truespace7.6 plugin and script for importing and exporting Unreal psk psa
mesh and animation files. This plugin has been tested with ut3 and
should work with earlier versions of unreal.
Instructions March 7 2009:
Download and unzip the file and copy the "Clintons3dPlugin.rsx" into the truespace tsx directory.
Open the package manager, right click - install new, browse to the
location of the rsx file
Right click on the new line and load it
Load the "unreal import export v1.03.RsObj" into a new scene.
To load a PSK file click the "..." button next to "PSK Import filename".
Navigate to the file and click the "Load PSK" button. Wait for the
status line to clear before doing anything else. The skinning for
the udnmale and female will need adjusting. Running the heal tool
with max influences set to 3 does the job.
Follow the same process for loading a PSA file. The PSA import
will load each animation in the PSA file into it's own animation track
in truespace. It places a keyframe at frame zero for each track so
you have to manually delete the first frame of all animation tracks
except for the first one which actually does start at frame zero.
Saving via truespace script is a process, since there is no new or save
dialogs.
To save a psk file click the "..." button next to "PSK Export" and
navigate to where you wish to save the file. Now right click in
the list of files in a blank area, choose new and create a new file of
any type.
While the file name is still highlighted type the name for the file with
a ".psk" extension. When warned just click "yes"
and click on the new file to select it into the filename field. Click on
open to load the filename into the script. Click the "Save PSK"
button to
export.
Do the same thing for the PSA file. The PSA export ignores the
animation track information and only exports one animation named
"dummy".
If you want to create your own skeleton follow the
steps below:
These are the steps needed to insure the the first joint position and
rotation are relative to the world coordinate system.
Start the skeleton in the front view, one bone, drawn top to bottom centered on the origin.
Exit the skeleton tool and reset the matrix on the Skeleton_root inside
the Skeleton node.
Also reset the Matrix on the Skeleton node itself.
Rename "Bone" to "MyBone" and the bottom "joint to "MyJoint". Names
are required
for the plugin.
Now use the shape skeleton tool to move the top joint into a good general position
in the z axis and build the rest of the skeleton from that joint.
For UT3/UDK characters set position to z=0 and name it "b_Root" just in
case that name is important. For vehicles name it "Main_Root" and
place it in z to match whatever vehicle is used as a template. For
doom3 character name it "origin".
Every joint must have a unique name and each child bone must have the
same name as it's parent joint with a "Bone" postfix. So a joint
named "Hip" would be followed by a bone named "HipBone".
It's easiest to rename using the Scene view. Set the default pose
when the skeleton is complete. Mesh must be triangulated and use
the freeze transform button before skinning. The Freeze transform
button can be downloaded from
here. Mesh should be built facing positive x direction.
The left and right sides should be reversed. Left is on the right
and right is on the left since the exporter mirrors the object.
click
here for a tutorial on getting an
animated mesh into a ut3 test level
Update: April 12 2009, fixed bug in the script that stopped proper use
with trueSpace built skeletons
click
here to download the plugin and
script
click
here to download
the official ut3 meshes in PSK format
click
here
to go to the UDN website for the udnmale and udnfemale sample files.
The animation files are for 3dsmax.
some older plugins:
click
here for the truespace model side
plugin for unreal vertex animation exporter
click
here for the truespace model side
plugin for unreal brush exporter
click
here for the truespace model
side plugin for unreal ASE static mesh export