ue4 v4.16 to truespace june 2017 FBX scene, ThirdPersonExampleMap.fbx, import scale 0.01 xyz in tS matches xyz in UE4 both are left handed skysphere too big to be seen no need to fix light - export must have been fixed by epic use t3dfbx import export utility select meshes and Fix Mesh Color select light and convert infinite to directional to get shadows glitch - does not look directional but behavior is correct local move to cover area TODO: check light color - it works, if camera good then fbx hands down camera pos rot is good, fov? 90ue4->0.698ts, no eu4 not export cam fov obj scene, ThirdPersonExampleMap.obj, import scale 0.01 missing lights and cameras missing skeletal meshes materials not black third person character is just a mesh that looks like the ue4 camera t3d scene ThirdPersonExampleMap.t3d 4.16 has new naming for classes - looks like a full path instead of just a name fixed t3d import, skel meshes no longer importable format encapsulate t3d staticmesh items - they already have staticmesh name inside them import individual fbx items and freeze them - removes 180 deg rotation and sets pivot select all fbx and skeletalmesh full - fix color and add staticmesh tag encaps fbx set fbx source, set t3d destination, copy fbx meshes - all is good camera and lights are good t3d scene import individual obj instead of fbx get null with object name and "UnRealEdObject mesh child "internal" same except child name is default "uv1" same no go for truespace, similar in Blender loses name FINAL: ue4 v4.16 fbx scene export is best option. only downside materials black and camera fov not exported tS import skelmesh from content browser incorrect fix: remove SK_Manenequin "null" from the actor, first disconnect all export Transform WldMatrix copy SK_Mannequin, 1 from the scene to the actor rename by removing ", 1" connect SK_Mannequin OwnerMatrix to Transform WldMatrix connect SK_Mannequin WldMatrix to SK_Mannequin_MESH OwnerMatrix set SK_Mannequin_MESH Matrix to -180 degree yaw now bind, skin and xfer anim to import many animations create new track and activate before xfer anim NOTE: Story view low performance, switch to DopeSheet or FCurve good performance tS import skelmesh from anim editor correct - import, bind, skin and xfer anim ue4 notes: blender is 2.78c at this time export skeletal mesh: in content browser right click Asset Actions > Export... import to truespace not good skeleton outside actor and 180 degrees off and connections are wrong should be: mesh -180 yaw mesh ownermatrix -> skeleton wldmatrix skeleton ownermatrix -> transform wldmatrix root joint -180 roll, 180 yaw fix: 1 fix connections 2 copy skeleton into actor 3 remove skeleton from scene 4 rename skeleton( remove ",1") 5 proper connections export from animation editor get good result in truespace import blender - both work but different naming can fix arm of walk in tS by 1 weight paint mode 2 find bone influence bad part 3 is "upperarm_twist_01_lBone" and "lowerarm_twist_01_rBone" 4 find joint in anim view fcurve 5 select all tx keys and move them after import animation truespace performance better after restart blender has 26 frames after import, starts at 1 tS has 30 frames lightwave from 0 to 30 with uneven spacing tS, Lightwave and Blender all have same animation import problems from walk animation ue4 blender before import 30fps, scene scale=?, animation offset = 0 still lose keys starts 0 goes 25 blender preset units centimeters(scale=0.01, metric) before import -> good scale is 1 *** Wrote some tools for truespace *** updated unreal import: use directional light instead of infinite light name t3d placeholder mesh for skeletal mesh, staticmesh already had it made utility: mark imported fbx as skeletal or static with auto color so not black and freeze staticmesh copy fbx mesh to scene based on t3d meshes - uses encapsulated t3d scene and encapsulated fbx meshes result: t3d import while using fbx static/skeletal meshes ready for full scene export to ue4, also verify orientation of things imported via fbx and t3d, fbx are 180deg off on import so needed transform freezing get better result than pure fbx scene export from ue4, better lighting 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) next - figure out cinemawhatchamacallit easy to animate and export fbx must save or something after renaming, scene had to items called "Chair" full for color: add static mesh to scene at 0,0,0 export as obj with textures add # line to mtl file copy textures to obj path blender set centimeters,metric,scale=0.01 import to blender export to fbx import to tS freeze transforms and tag it rename as to match ue4 browser name copy instances and name them to match level items load animations from cinematics oops just noted rotation off 180deg or negative, may need fix in rsx file if import straight fbx from ue4 and set pivot location w/o freezing it matches next try get animation into cinematics also check lights and cameras made ue4cinematic fbx export mode negates x and y translation and rotation values camera is a lost cause, but can import non-camera transform and it works, parent camera to "fake camera" and set camera matrix roll and pitch to -90 to match unreal camera with 0 rotations also note that imported staticmeshes are fully frozen to work camera fov anim imports and if no transform changes they are ignored /*********************** 2016 notes below this point /*********************** truespace round trip is good for skeletal fbx export scale = 100, default mode set roll -90 on import to ue4 to match ue4 content for t3d from truespace it is different? ts animation good - also needs -90 roll on import matinee playback location 0,0,0 and need rotation set 180 in z ? expand the matrix in tS to prevent animating the actor set keyframes so lightwave sees it properly multiple skel meshes will export lightwave round trip is good needs smoothing groups can use KeyframeRestPose.ls script by evenflcw 2012 to get rest pose of imported HeroTPP from ue4, select all bones and run it set roll -90 on import to ue4 animation is good - note: imported HeroTPP rotated to upright in LW and imports upright in UE4, so perfect match blender can't import HeroTPP from ue4 properly - idle anim shows arm is not correct export skeletal fbx from ue4 via animation tab of the blueprint editor for example: HeroTPP_Anim Blueprint animation tab _____________________________________________ Nov 2015 - attempt import ue4 hero to blender via truespace ue4 4.9.1 - new project 3rd person with starter content ThirdPerson_AnimBP open blueprint Under Animation tab choose the ThirdPersonIdle Export export with animations - yes try blender first get 2.76b the latest terrible unusable result experimental feature Apply Transform - much better, left arm is hanging, root shows scale 0.01 truespace import scale 0.01 result same as blender experimental with arm hanging export scale 100, binary import blender as nulls not bones, no animation also root and mesh has scale 0.01 export collada looks little strange in blender no animation install enhanced export got anims but deformed import units - no change export dae and import dae to blender - looks like the sid is needed by blender? set root joint sid and all others came in as joints, but position still wrong try export from ts in collada via fbx - wow took super long time to export looks good in blender still no go blender to ue4 - get extra armature bone Conclusion: Blender not good for skeletal mesh to ue4, trueSpace is good if import fbx from blender into truespace the armature gets left behind so would be good for ue4 except for some skinning issues