After Effects
More info here
Third Person Project
File > Export All... > fbx 2013 format
File > Export All... > t3d format
Content Browser - Content>Geometry>Meshes, select all, rt click Asset Actions>Bulk Export... Export All
Content Browser - Content>ThirdPerson>Meshes, select all, rt click Asset Actions>Bulk Export... Export All
Notes: Materials will export as t3d files that cannot be read back into UE4 and will crash UE4 if attempt to load into a level.
ue4 default export is fbx 2013, max fbx 2018, min fbx 2011
empty scene, import scale 0.01, import materials, import lights, convex polygonss, convert to z-up,skeleton nodes
ThirdPersonExampleMap.fbx
Fix skeletal mesh if desire
Open Unreal Import Export Script and press the Open T3D FBX Utilities
Select the LightSource_0 and press the Convert Infinite to Directional button
Select the staticmeshes and press the Process StaticMeshes button
Scene>Units set to 0.01
? Scene>Units Length set to Centimeters ?
comes in to proper size, but items scaled to 0.01 except for skeletal meshes which have a scale of 1.0, !EXPERIMENTAL! Apply Transform can be used if there are no animations or skeletal meshes
Adjust view clipping - 'N' shortcut > View>Clip End 10m -> 100m
ThirdPersonExampleMap.fbx
Fix Base Color of materials
ThirdPersonExampleMap.fbx
Parent all items to the WorldInfo_0 and set it's pitch to 90
ue4 fbx material exports as black
ue 4.19 used because Google VR plugin stopped working in 4.21 and higher, 4.20 is also ok
bulk export, result is folder structure matching ue4 project with exported fbx files
ue4 fbx export default 2013, min 2011, max 2018
trueSpace skeletal mesh is bad but can be adjusted
Blender 2.80 skeletal mesh is bad
Lightwave 2018 skeletal mesh is good
Lightwave 2018 imports sideways z-up
trueSpace fbx import fix yaw 180 will remove the 180 degree yaw applied to imported meshes, but is bad for animation import, possible future fix for plugin animation look at 180 option
Lightwave 2018 imported light points in the wrong direction and is not placed correctly
Blender imported light points in the wrong direction but is placed correctly
Set scale to 0.01
Press the ... button to choose the ThirdPersonExampleMap.t3d file
Press the Import T3D button
2D encapsulate the staticmesh items
Import the individual fbx staticmeshes, scale 0.01
Unreal import export script - press Open T3D FBX Utilities Open T3D FBX Utilities
Select the LightSource_0 and press the Convert Infinite to Directional button
All 3 checkboxes selected
Select the staticmeshes and press the Process StaticMeshes button
2D Encapsulate the fbx static meshes
Press the set fbx source group
Select the t3d group and press the set t3d destination group
Press copy fbx meshes
Can now delete the fbx and t3d encapsulated nodes
trueSpace fbx import is more straight forward than the t3d import process
t3d includes non-mesh items like volumes, but does not include any skeletal meshes
t3d is the only way to load levels from unreal engine version 1, obj and stl export were added in ver 2 and ver 4 added fbx export
Third Person Project
Content Browser - Content>Mannequin>Animations, select the animation sequences, rt click Asset Actions>Bulk Export... Export All
Content Browser - Content>Mannequin>Character>Mesh, select SK_Mannequin, rt click Asset Actions>Export... Export
To export mesh and an animation in one file - Content Browser - Content>Mannequin>Animations, double click an animation sequence, Export Asset>Animation Data, answer yes to the question to include the mesh.
result good, need to delete BONESANIM and BONESBIND nodes before importing anymore skeletal meshes or skeletal mesh animations
Scene>Units set to 0.01
? Scene>Units Length set to Centimeters ?
Adjust view clipping - 'N' shortcut > View>Clip End 10m -> 100m
scale keys in dope sheet in X direction by 1.2 to fix timing
key frame timings are off, start and end time is correct, last key frame is not valid
ue4 fbx exports 1 extra frame from what is indicated in the animation editor
Blender will set the scene at 25 fps, ue4 animations are 30 fps so scale the key timings by 1.2 (30/25). After scaling there will be a missing key frame in the center of the range and the start and end range will match the fbx file.
ue4 animation shows bad arm in all programs - bad ue4 export
trueSpace animation performance only good in the DopeSheet view, Story and FCurve are slow
Lightwave - my Info Panel will hurt animation playback - close the dialog to fix
Cinematics > add level sequence
create new camera button
animate transform and focal length
right click CeneCameraActor and export
imported ue4 level
load items from scene - choose CineCameraActor from fbx file - must click on it even though looks like it is selected
results good, got transform and fov animations
import scene, import camera
result good, got transform and fov animations
import scene, import camera
result good, got transform and fov animations
trueSpace camera is double encapsulated with transforms on the outer node and fov on the encapsed camera node
trueSpace camera to ue4 cinematics is good
ue4 does not import fov, spot angle or light color from any of the 3 apps
Lightwave does not export spot lights properly - exports as infinite light with no animation
Lightwave animated distant light not good in ue4 even though trueSpace can read it
Lightwave camera animation is bad
Blender camera and lights to ue4 are good - again no color or spot angle transfers over
trueSpace and Blender to and from cinematics is good
Lightwave to cinematics is all bad
animated staticmesh will import to ue4 as skeletal mesh with 1 bone, other option is to import staticmesh and then import the animation to cinematics
UE4 not read color or spot angle animations
ue4 cinematics > new level sequence
trueSpace batch export - all to individual files, did not combine collision with mesh
t3d workflow maybe not worth the trouble?
trueSpace Unreal Script batch export outdated - only valid ue4 options are Skeletal Mesh and Skeletal Mesh Animation
trueSpace fbx single file clip option - was needed for old Matinee system, maybe valid for export to Lightwave which only reads the first take in an fbx file
Cinematics exports ful frame range not the selected objects key frame range
trueSpace imports meshes with 180 degree yaw, can use yaw 180 option to fix as long as item is not animated
trueSpace playback slow in Story and FCurve with play all frames option
maybe future fix trueSpace fbx 180 yaw to work with animated import/export
if dont set scene scale in Blender before import then static meshes will import with a scale of 0.01 even though skeletal mesh will import with scale of 1.0
Autodesk FBX Converter will convert up to fbx 2013 with other file formats and has a command line interface
Blender will only read fbx 2011(7.1) and up binary format, will save as fbx 2015(7.4)
Lightwave fbx 2016 and older
trueSpace fbx 2015 and fbx2010(fbx 6)
Lightwave to load 1 item from fbx use load item from scene instead of import fbx
Blender no shadows from sunlight, shadows from all others - point, area and spot
Blender will need camera, view and light clipping adjustments
Lightwave rotation keys are on, but translation and scale keys are off - still looks good when played though
Today March 24, 2019
fbx export: vertex colors only export from layout
will export morph targets
import blender - both work but different naming
script node:
obj imports as stair mesh parent to null with proper name, no 180 degree in z, colors are good
maybe better than fbx for this
textures must be in the same folder as the obj file
mtl file must start with a comment line or not work for anyone
blender can read the obj with full textures
truespace can only get diffuse textures
export from blender as fbx then truespace can read spec and normal - with error messages
fbx converter does not make spec and normal good from obj file - explains why tS cannot read obj spec and normal
lightwave will ask for the location of the textures if not with obj file
lightwave reads all textures but only applies diffuse - maybe autodesk limitation again?
best obj - copy textures to obj path,edit mtl file add #line at top load into blender(centimeter)
blender is easy - for staticmesh use default Yup and -Z forward, for cinematics use Zup and Y forward, no smoothing groups error for staticmesh
also note that imported staticmeshes are fully frozen to work
need joint renaming to use blender properly with apollo project - need to learn
blender imports at 25 fps, but will export at 30fps fine
fix 25 fps by
blender
old note lightwave fbx import from ue4 scale keys not timed correctly, rot and trans ok, no realtime shadows, sideways import - only real limitation apollo project needs rt shadows to position things, vpr looks promising
Export FBX > Animation uncheck NLA Strips and All Actions
if not then multiple anim stacks and only first is read into ue4 cinematics
looks like need one and only one animstack exported
blender enable back face culling
lightwave cannot export selected item so can not export a null "copied" from camera
note if lw camera not start at same location/orientation of ue4 camera then need all values to change or they will be filtered out. so be sure x,y,z and h,p,b all change over the course of the animation
mesh animation goes straight in, if parented to 90p null can properly see/compare with ue4 result. still need to remove other animations
import anim to content browser? - wont import without mesh, only one animation for all imported
Blender will export LOD via trick(python) and Lightwave does not do LOD
notes: unrealEngine4Notes_2017.txt
obj scene no cameras or lights
new t3d: unrealEngine4Notes_2017.txt
also keyframes only mode reads directly from the curve editor which can go crazy when things go beyond 90 degrees
sometimes go crazy when things go beyond 90 degrees rotation - THIS IS A TIME WASTER watch out for it
note imports to blender from tS look good
basic tS staticmesh to ue4
basic tS skel mesh to ue4 - NO fixyaw
updated text of fbx install node - ready to publish
fbx to tS is good
notes updated
fbx to tS is still good
looks like it may be "easy" to add curve import to the tS -> blender plugin
all colors black, select and press Process StaticMeshes on t3dfbx import export utility
scale 0.01
collision meshes import inside out
infinite light no shadows - select and press convert infinite to directional on t3dfbx import export utility
skel mesh - skeleton outside etc - manual process to fix it
results are good
mesh and animation good - arm hanging and telescoped
results are good
imported ThirdPersonWalk which came from browser export
have to rename imported node to match skeleton name before transfer animation
results are good
got motion and fov animation
results are good