Gildor's Forums

English Forum => ActorX Importer => Topic started by: touchdes on September 27, 2010, 17:59



Title: Automate maxscript importActorX\exportFBX
Post by: touchdes on September 27, 2010, 17:59
Hi.
I want to automate the import\export process for PSK PSA to FBX with 3dMAX.
How can I call from another script Actor X and get import access to PSK and PSA animation. To import them and export it to fbx one by one track? Any can help me.


Title: Re: Automate maxscript importActorX\exportFBX
Post by: Gildor on December 22, 2010, 15:54
I have made a Max script for PSK/PSA -> FBX automatic batch conversion. Is somebody needs it?


Title: Re: Automate maxscript importActorX\exportFBX
Post by: Skykila on December 22, 2010, 16:13
Конечно нужен! ;)
Давай!


Title: Re: Automate maxscript importActorX\exportFBX
Post by: Gildor on December 22, 2010, 16:21
This script requires Actor X Importer to be started (but exporter's window may be closed - it will remains in the memory).
It has 2 modes: conversion of PSK to FBX - all psk files from the specified directory, and PSA to FBX - psa should be loaded manually, all animations will be saved to the separate fbx file.
You can use this script as an example of accessing Actor X Importer functions from the external scripts.

PSK/PSA import settings can be changed in Actor X Importer, FBX export settings are hardcoded in the script.

P.S. if there will be interest - I will move this script somewhere near to Actor X Importer.

Edit: attachment has been removed, script is now included into Actor X Importer package.


Title: Re: Automate maxscript importActorX\exportFBX
Post by: Skykila on December 22, 2010, 16:29
Thank you very much! ;)
Р.S. Хотя, конечно, то что два русских человека пишут друг другу на английском это бред. :)


Title: Re: Automate maxscript importActorX\exportFBX
Post by: Dijon on December 26, 2010, 06:07
Hi Gildor,

Thank you for the script.  Would you have a similar script for batch conversion from pskx to ase?

-D


Title: Re: Automate maxscript importActorX\exportFBX
Post by: SLI_Fallen on December 26, 2010, 15:22
I know this may sound like a REALLY dumb question, but if you already have the model in 3dsmax..why do you need to translate it into something to be used in "other" 3d modeling apps?

Just curious. (I never really understood the reasoning behind FBX anyways so forgive my ignorance.  :-\ )

Oh, and off topic: Skykila, what game is your profile pic from? Do you have a larger (or less cropped) version of that pic? Thanks!


Title: Re: Automate maxscript importActorX\exportFBX
Post by: Skykila on December 26, 2010, 20:16
Oh, and off topic: Skykila, what game is your profile pic from? Do you have a larger (or less cropped) version of that pic? Thanks!
Hi!
it's Warhammer 40,000 Dawn of War. Specifically, a screenshot from the intro.
but alas, I have no high-resolution screenshots. DIY ;)


Title: Re: Automate maxscript importActorX\exportFBX
Post by: SLI_Fallen on December 27, 2010, 16:10
Oh, and off topic: Skykila, what game is your profile pic from? Do you have a larger (or less cropped) version of that pic? Thanks!
Hi!
it's Warhammer 40,000 Dawn of War. Specifically, a screenshot from the intro.
but alas, I have no high-resolution screenshots. DIY ;)

 Thanks. I am working on a project that has a character (head) design sketch quite similar to that is why I asked. Maybe I can find some screens online now that I know the game, Thanks!

And apologies to all for the bit OT topic here, i'll shutup now.  :-X


Title: Re: Automate maxscript importActorX\exportFBX
Post by: Gildor on December 30, 2010, 00:37
Batch exporter script is now included into Actor X Importer distribution. It has options to select output format - fbx, ase, max.
Script may be launched directly from the Actor X Importer (special button in "tools" section).


Title: Re: Automate maxscript importActorX\exportFBX
Post by: Dijon on December 30, 2010, 07:25
Hi Gildor,

Thank you VERY much for modifying your exporter for ASE.  Medal of Honor 2010 has almost 2000 static meshes (pskx) and is was taking forever to convert them one at at time.  When I was coverting manually, I used the settings on the export screen recomended by Hourences.com, i.e. the following items only are checked:

- Mesh Definition
- Materials
- Mesh Normals
- Mapping Coordinates and
- Geometry.

(image can be found here:  http://www.hourences.com/tutorials-ue3-modeling-1/ (http://www.hourences.com/tutorials-ue3-modeling-1/))

Each time that I exported a file, these settings remain unchanged.  When I use your exporter, I select "ASE" from the list, uncheck "Use default FBX settings", leave "Recurse" unchecked (it's default) and "Smoothing groups" and "Smooth mesh export" checked (their defaults).  With this configuration, would your exporter use the existing default export values (that I already have set up) or do you use specific ones in your exporter?

I was able to export approximately 700 pskx meshes to ase in 20 minutes, which is amazing since it took days to do the same thing manually.  Thank you again for your tremendous support.

[вложение удалено Администратором]


Title: Re: Automate maxscript importActorX\exportFBX
Post by: Gildor on December 30, 2010, 11:30
Hi.
Settings which you're changed affects FBX exporter only. There is no known way to tune ASE exporter :( I don't know wether exporter uses some default settings or it uses settings saved from the last manual configuration.


Title: Re: Automate maxscript importActorX\exportFBX
Post by: Dijon on December 30, 2010, 23:43
Hi Gildor,

No problem.  I tested the exporter with pskx files that I had already exported manually and imported into UKD and they are identical  :)

Thank you, again.  You da man.

-D


Title: Re: Automate maxscript importActorX\exportFBX
Post by: swarakulkarni on April 19, 2019, 15:40
This content requires On-screen character X Merchant to be begun (yet exporter's window might be shut - it will stays in the memory).

It has 2 modes: change of PSK to FBX - all psk records from the predefined index, and PSA to FBX - psa ought to be stacked physically, all activitys will be spared to the different fbx document.

You can utilize this content for instance of getting to On-screen character X Merchant capacities from the outside contents.

PSK/PSA import settings can be changed in On-screen character X Merchant, FBX trade settings are hardcoded in the content.

P.S. on the off chance that there will be intrigue - I will move this content some place close to Performer X Merchant.

Alter: connection has been evacuated, content is currently included into Performing artist X Merchant bundle.


Title: Re: Automate maxscript importActorX\exportFBX
Post by: Gildor on April 19, 2019, 16:24
What is "Performing artist X Merchant"? What problem do you have?


Title: Re: Automate maxscript importActorX\exportFBX
Post by: Dijon on December 01, 2019, 21:03
This is a bit of an old post, but my question is similar so I thought I'd keep the material together.

Currently, ActorX can load only one psa (animation) file at a time and, thus, can only convert one psa to fbx at a time. Are you aware of a method to batch convert the psa files, in the same manner as the psk/pskx files? Thanks.


Title: Re: Automate maxscript importActorX\exportFBX
Post by: san on December 01, 2019, 21:43
I use Blender to import the files so my knowledge of max import is a bit limited...
However can't you 'append' more than one animation to the model opened in UE Viewer? In that case the resulting PSA file will have multiple animations and when you open that single file in Max you will get all the animations in a single import.

This is a bit of an old post, but my question is similar so I thought I'd keep the material together.

Currently, ActorX can load only one psa (animation) file at a time and, thus, can only convert one psa to fbx at a time. Are you aware of a method to batch convert the psa files, in the same manner as the psk/pskx files? Thanks.


Title: Re: Automate maxscript importActorX\exportFBX
Post by: Dijon on December 03, 2019, 01:30
I'm using a student version of 3ds Max, but I'm not a 3d modeller. I use Gildor's ActorX script for the meshes, but for the animation  you can only have one loaded at a time (i.e. if I try to add a second psa, it just replaces the first. I'm playing around with Jedi Fallen Order and each psa file only represents one fbx file (the norm with UE4) so there are a LOT of files. It can be done one at a time, but it will take a very (very) long time. Thanks for the suggestion though


Title: Re: Automate maxscript importActorX\exportFBX
Post by: Gildor on December 03, 2019, 09:09
As san said, if you'll export animations from "viewer" mode (not pressing "export" button in package explorer), all animations will be bundled into a single psa file. It is just impossible at the moment to bundle them in "batch" move which you're using now, so every animation is separate psa.


Title: Re: Automate maxscript importActorX\exportFBX
Post by: Dijon on December 04, 2019, 05:09
I tried what you suggested but it doesn't work. I tried opening one animation in the viewer, going back to the package explorer and adding the remaining animations from the current folder to the open object. I also tried selecting all of the animations in a package and opening all of them in the viewer, but that doesn't work either. At best, I can only export single animations to a psa file. Any idea what step I'm missing?


Title: Re: Automate maxscript importActorX\exportFBX
Post by: Juso3D on December 04, 2019, 06:56
Are you loading them into a mesh or just by the animations files by themselves?


Title: Re: Automate maxscript importActorX\exportFBX
Post by: Gildor on December 04, 2019, 09:25
I tried what you suggested but it doesn't work. I tried opening one animation in the viewer, going back to the package explorer and adding the remaining animations from the current folder to the open object. I also tried selecting all of the animations in a package and opening all of them in the viewer, but that doesn't work either. At best, I can only export single animations to a psa file. Any idea what step I'm missing?
Did you see my recent video - https://youtu.be/rew3u9eUucg ?
It shows many things, including different approaches for working with animations.


Title: Re: Automate maxscript importActorX\exportFBX
Post by: san on December 04, 2019, 13:21
Two ways of exporting that I sue:
1. Find the animation folder specific to a mesh, in 'UE browser...select all individual animations, click on Export button. This will give individual .psa files for each of the animations

2. Open the mesh that I want in UE viewer...find animations from browser, instead of Export, click on 'Open' drop down, choose 'Append' this will then append all the animations onto the mesh. You can see the number of animations at the bottom left corner. Now hit 'Ctrl+X'. this will give a .psa file with all the animations currently appended to the mesh. This is probably what you want. As now in Blender or Max you can just open the single .psa and see all the animations in one go.

Note: One difference is where the .psa file is store. Method 1, all .psa files go into the same folder structure as you see in UE Viewer. Method 2, as far as I can see the single .psa file will go into the same folder where the skeletal mesh is imported to. So make sure you check in the right places.

Hope this helps..Also watch the tutorial from Gildor. It gives quite an in-depth walkthrough of features and common issues that ppl face.

Cheers


I tried what you suggested but it doesn't work. I tried opening one animation in the viewer, going back to the package explorer and adding the remaining animations from the current folder to the open object. I also tried selecting all of the animations in a package and opening all of them in the viewer, but that doesn't work either. At best, I can only export single animations to a psa file. Any idea what step I'm missing?


Title: Re: Automate maxscript importActorX\exportFBX
Post by: Dijon on December 05, 2019, 05:19
Thank you both so much for your help. san, I was following the same process as your #2, but I wasn't loading a mesh first. When I did that everything worked perfectly. Awesome support in these forums.