sept 16 2017 thirdpersonexamplemap Content > Mannequin > Character > Mesh > SK_Mannequin rt click > Asset Actions > Export... have SK_Mannequin.fbx file select ThirdPersonCharacter from map File > Export Selected... named it ThirdPersonCharacterFromMap.fbx double click SK_MAnnequin in content browser choose Animation button double click a simple animation in the AssetBrowser tab Export Asset button > Animation Data Yes export mesh as well- tS needs it? do both result ThirdPersonWalk.fbx and ThirdPersonWalkNoMesh.fbx Content > Mannequin > Animations > ThirdPersonRun rt click > Asset Actions > Export..., no option for mesh no mesh, only exports animation notebook does not have latest fbx version install it - note already released w/o full test - this is the full test install failed - permission problem, forgot to restart truespace made instructions more clear installed fbx truespace import scale 0.01 SK_Mannequin bones and mesh misaligned FIX: open "Actor, 1" disconnect "SK_Mannequin" null and delete it export Transorms WldMatrix copy "SK_Mannequin, 1" skeleton from the scene in to the "Actor, 1" delete the original "SK_Mannequin, 1" from the scene rename the skeleton by removing ", 1" to get "SK_Mannequin" connect SK_Mannequin OwnerMatrix to Transform WldMatrix connect SK_Mannequin WldMatrix to SK_Mannequin_MESH OwnerMatrix expand SK_Mannequin_MESH Matrix set SK_Mannequin_MESH Matrix to -180 degree yaw disconnect the SK_Mannequin_MESH Matrix and delete the ExpandInMatrix FIX COMPLETE continue import by "transfer bind pose" and "skin and transfer animations" use t3dfbx import export utility to fix mesh color - press Process SkeletalMeshes button, also adds tag name to skel mesh import ThirdPersonCharacter not right FIX: open "Actor, 1" disconnect "CharacterMesh0" null and delete it export Transorms WldMatrix manual export Transform OwnerMatrix copy "CharacterMesh0, 1" skeleton from the scene in to the "Actor, 1" delete the original "CharacterMesh0, 1" from the scene rename the skeleton by removing ", 1" to get "CharacterMesh0" connect CharacterMesh0 OwnerMatrix to Transform WldMatrix connect CharacterMesh0 WldMatrix to CharacterMesh0_MESH OwnerMatrix read BONESBIND_CharacterMesh0 root joint and move ThirdPersonCharacter null so mesh matches the fake bones -7.5, 3.9, 1.293, -90yaw "transfer bind pose" reset root joint of skeleton "skin and transfer animations" FIX COMPLETE - note follow camera will be wrong but skel mesh proper position and skinned import ThirdPersonExampleMap same as ThirdPersonCharacter import use t3dfbx import export utility to fix all colors select skeletal mesh and press the Process SkeletalMeshes button select the static meshes and press the Process StaticMesh button select infinite light and press Convert Indfinite to Directional import ThirdPersonWalk.fbx no animation straightforward import ThirdPErsonWalkNoMesh.fbx yes animation delete the new skeleton rename BONESANIM_SkeletonStart2 to BONESANIM_SK_Mannequin press tranfer animation if only anim imported button works - typical hanging arm problem from ue4 - can ignore or fix doesn't matter use the only import animation chckbox for cleaner animation import delete the BONESANIM_xxx node after transfer animation to the skeleton rename the AnimClip? to import more animations - make a new track and disable all the other tracks first NEXT - see if above will round trip - no animation, try animate in tS and export sept 17 2017 Cinematics > Add Level Sequence camera - default is spawned camera navigate viewport to set camera set keyframes transform and focal length rt click CineCameraActor export import map to ts via fbx import camera - animation is good and includes fov animation note actual tS camera is inside a group, group=transform animations, camera=fov animations camera inside truespace animate very simple transform and fov zoom in - transform and fov animtions made it to ue4 fov is off - sensor size manual adjustment, divide tS viewport by 20 is a good start render from tS and ue4 to after effects shows match at keyframes so fov is good with ue4 sensor adjustment just noticed skel mesh bind pose in tS but in ue4 level has different pose added cameras and lights to ue4 level fbx to truespace is good except cam fov not there oct 2 2017 import t3d file to tS lightmass importance volume looks like wrong location removed pivot code and volumes line up properly - export fbx staticmeshes from content browser ts encaps the t3d items import fbx static meshes - no fixyaw checkboxes processTags and replaceColor and fix staticmesh transforms select all static meshes and press "Process StaticMeshes" encaps the fbx meshes set fbx source, set t3d destination copy fbx meshes delete fbx encaps and delete t3d place holders only advantage t3d over fbx is get volumes fbx scene import - faster, just need fix colors and convert infinite to directional light and get skel meshes dont think make fake cam or light is needed anymore - ue4 fbx has been fixed