March 28, 2024, 14:27
bigger smaller reset     1020px Wide width Full width Reset   * *

Gildor's Forums

  Homepage Facebook Read news on Twitter Youtube channel Github page
Welcome, Guest. Please login or register.
Did you miss your activation email?

« previous next »
Print
Author Topic: Importing .psk using Blender  (Read 67618 times)
figuresculptor
Newbie
*
Posts: 3


View Profile
« on: January 24, 2011, 01:27 »

There appears to be something about the Tera Online .psk files that is different from those pulled from other UT games. I know that Actor X can import these with a little manual work, but neither the Blender .psk importer, nor Object Converter 3D can read these .psk files - both error out. Those of us without 3DS Max are outta luck currently, unless I'm missing something.

Is there any documentation about what's different between the Tera online .psk file and others? If there is, I can likely modify the Blender .psk importer to work for the Tera files. I may be able to figure it out just by debugging the existing script, but knowing what was different would greatly shorten the time expenditure.

Thanks for any information you have.
« Last Edit: January 24, 2011, 01:45 by gildor » Logged
figuresculptor
Newbie
*
Posts: 3


View Profile
« Reply #1 on: January 24, 2011, 01:37 »

Well, turns out it was a pretty easy problem to solve. I'm attaching the fixed version of the Blender .psk importer:

The full script is at the bottom of the post, but there's really only one change - at line 531, you have to check to make sure that the len(bpy.data.textures) is greater than 0. If it's not, the code will error out with an index out of bounds.

Hope that helps somebody.

FS
Code:
# ##### BEGIN GPL LICENSE BLOCK #####
#
#  This program is free software; you can redistribute it and/or
#  modify it under the terms of the GNU General Public License
#  as published by the Free Software Foundation; either version 2
#  of the License, or (at your option) any later version.
#
#  This program is distributed in the hope that it will be useful,
#  but WITHOUT ANY WARRANTY; without even the implied warranty of
#  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
#  GNU General Public License for more details.
#
#  You should have received a copy of the GNU General Public License
#  along with this program; if not, write to the Free Software Foundation,
#  Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ##### END GPL LICENSE BLOCK #####

bl_addon_info = {
"name": "Import Unreal Skeleton Mesh(.psk)",
"author": "Darknet",
"version": (2, 0),
"blender": (2, 5, 3),
"api": 31847,
"location": "File > Import ",
"description": "Import Unreal Engine (.psk)",
"warning": "",
"wiki_url": "http://wiki.blender.org/index.php/Extensions:2.5/Py/"
"Scripts/Import-Export/Unreal_psk_psa",
"tracker_url": "https://projects.blender.org/tracker/index.php?"\
"func=detail&aid=21366&group_id=153&atid=469",
"category": "Import-Export"}

"""
Version': '2.0' ported by Darknet

Unreal Tournament PSK file to Blender mesh converter V1.0
Author: D.M. Sturgeon (camg188 at the elYsium forum), ported by Darknet
Imports a *psk file to a new mesh

-No UV Texutre
-No Weight
-No Armature Bones
-No Material ID
-Export Text Log From Current Location File (Bool )
"""

import bpy
import mathutils
import os
import sys
import string
import math
import re
from string import *
from struct import *
from math import *

#from bpy.props import *

import mathutils

#output log in to txt file
DEBUGLOG = False

scale = 1.0
bonesize = 1.0
md5_bones=[]

def unpack_list(list_of_tuples):
l = []
for t in list_of_tuples:
l.extend(t)
return l
"""
class md5_bone:
bone_index=0
name=""
bindpos=[]
bindmat = mathutils.Quaternion()
parent=""
parent_index=0
blenderbone=None
roll=0

def __init__(self):
self.bone_index=0
self.name=""
self.bindpos=[0.0]*3
self.bindmat=[None]*3  #is this how you initilize a 2d-array
for i in range(3): self.bindmat[i] = [0.0]*3
self.parent=""
self.parent_index=0
self.blenderbone=None

def dump(self):
print ("bone index: ", self.bone_index)
print ("name: ", self.name)
print ("bind position: ", self.bindpos)
print ("bind translation matrix: ", self.bindmat)
print ("parent: ", self.parent)
print ("parent index: ", self.parent_index)
print ("blenderbone: ", self.blenderbone)
"""
class md5_bone:
bone_index=0
name=""
bindpos=[]
bindmat=[]
scale = []
parent=""
parent_index=0
blenderbone=None
roll=0

def __init__(self):
self.bone_index=0
self.name=""
self.bindpos=[0.0]*3
self.scale=[0.0]*3
self.bindmat=[None]*3  #is this how you initilize a 2d-array
for i in range(3): self.bindmat[i] = [0.0]*3
self.parent=""
self.parent_index=0
self.blenderbone=None

def dump(self):
print ("bone index: ", self.bone_index)
print ("name: ", self.name)
print ("bind position: ", self.bindpos)
print ("bind translation matrix: ", self.bindmat)
print ("parent: ", self.parent)
print ("parent index: ", self.parent_index)
print ("blenderbone: ", self.blenderbone)

#http://www.blender.org/forum/viewtopic.php?t=13340&sid=8b17d5de07b17960021bbd72cac0495f
def fixRollZ(b):
v = (b.tail-b.head)/b.length
b.roll -= math.degrees(math.atan2(v[0]*v[2]*(1 - v[1]),v[0]*v[0] + v[1]*v[2]*v[2]))
def fixRoll(b):
v = (b.tail-b.head)/b.length
if v[2]*v[2] > .5:
#align X-axis
b.roll += math.degrees(math.atan2(v[0]*v[2]*(1 - v[1]),v[2]*v[2] + v[1]*v[0]*v[0]))
else:
#align Z-axis
b.roll -= math.degrees(math.atan2(v[0]*v[2]*(1 - v[1]),v[0]*v[0] + v[1]*v[2]*v[2]))

def pskimport(infile):
global DEBUGLOG
print ("--------------------------------------------------")
print ("---------SCRIPT EXECUTING PYTHON IMPORTER---------")
print ("--------------------------------------------------")
print ("Importing file: ", infile)

md5_bones=[]
pskfile = open(infile,'rb')
if (DEBUGLOG):
logpath = infile.replace(".psk", ".txt")
print("logpath:",logpath)
logf = open(logpath,'w')

def printlog(strdata):
if (DEBUGLOG):
logf.write(strdata)

objName = infile.split('\\')[-1].split('.')[0]

me_ob = bpy.data.meshes.new(objName)
print("objName:",objName)
printlog(("New Mesh = " + me_ob.name + "\n"))
#read general header
indata = unpack('20s3i',pskfile.read(32))
#not using the general header at this time
#==================================================================================================
# vertex point
#==================================================================================================
#read the PNTS0000 header
indata = unpack('20s3i',pskfile.read(32))
recCount = indata[3]
printlog(( "Nbr of PNTS0000 records: " + str(recCount) + "\n"))
counter = 0
verts = []
while counter < recCount:
counter = counter + 1
indata = unpack('3f',pskfile.read(12))
#print(indata[0],indata[1],indata[2])
verts.extend([(indata[0],indata[1],indata[2])])
#Tmsh.vertices.append(NMesh.Vert(indata[0],indata[1],indata[2]))

#==================================================================================================
# UV
#==================================================================================================
#read the VTXW0000 header
indata = unpack('20s3i',pskfile.read(32))
recCount = indata[3]
printlog( "Nbr of VTXW0000 records: " + str(recCount)+ "\n")
counter = 0
UVCoords = []
#UVCoords record format = [index to PNTS, U coord, v coord]
while counter < recCount:
counter = counter + 1
indata = unpack('hhffhh',pskfile.read(16))
UVCoords.append([indata[0],indata[2],indata[3]])
#print([indata[0],indata[2],indata[3]])
#print([indata[1],indata[2],indata[3]])

#==================================================================================================
# Face
#==================================================================================================
#read the FACE0000 header
indata = unpack('20s3i',pskfile.read(32))
recCount = indata[3]
printlog( "Nbr of FACE0000 records: "+ str(recCount) + "\n")
#PSK FACE0000 fields: WdgIdx1|WdgIdx2|WdgIdx3|MatIdx|AuxMatIdx|SmthGrp
#associate MatIdx to an image, associate SmthGrp to a material
SGlist = []
counter = 0
faces = []
faceuv = []
while counter < recCount:
counter = counter + 1
indata = unpack('hhhbbi',pskfile.read(12))
#the psk values are: nWdgIdx1|WdgIdx2|WdgIdx3|MatIdx|AuxMatIdx|SmthGrp
#indata[0] = index of UVCoords
#UVCoords[indata[0]]=[index to PNTS, U coord, v coord]
#UVCoords[indata[0]][0] = index to PNTS
PNTSA = UVCoords[indata[0]][0]
PNTSB = UVCoords[indata[1]][0]
PNTSC = UVCoords[indata[2]][0]
#print(PNTSA,PNTSB,PNTSC) #face id vertex
#faces.extend([0,1,2,0])
faces.extend([PNTSA,PNTSB,PNTSC,0])
uv = []
u0 = UVCoords[indata[0]][1]
v0 = UVCoords[indata[0]][2]
uv.append([u0,v0])
u1 = UVCoords[indata[1]][1]
v1 = UVCoords[indata[1]][2]
uv.append([u1,v1])
u2 = UVCoords[indata[2]][1]
v2 = UVCoords[indata[2]][2]
uv.append([u2,v2])
faceuv.append(uv)
#print("UV: ",u0,v0)
#update the uv var of the last item in the Tmsh.faces list
# which is the face just added above
##Tmsh.faces[-1].uv = [(u0,v0),(u1,v1),(u2,v2)]
#print("smooth:",indata[5])
#collect a list of the smoothing groups
if SGlist.count(indata[5]) == 0:
SGlist.append(indata[5])
print("smooth:",indata[5])
#assign a material index to the face
#Tmsh.faces[-1].materialIndex = SGlist.index(indata[5])
printlog( "Using Materials to represent PSK Smoothing Groups...\n")
#==========
# skip something...
#==========

#==================================================================================================
# Material
#==================================================================================================
##
#read the MATT0000 header
indata = unpack('20s3i',pskfile.read(32))
recCount = indata[3]
printlog("Nbr of MATT0000 records: " + str(recCount) + "\n" )
printlog(" - Not importing any material data now. PSKs are texture wrapped! \n")
counter = 0
while counter < recCount:
counter = counter + 1
indata = unpack('64s6i',pskfile.read(88))
##

#==================================================================================================
# Bones (Armature)
#==================================================================================================
#read the REFSKEL0 header
indata = unpack('20s3i',pskfile.read(32))
recCount = indata[3]
printlog( "Nbr of REFSKEL0 records: " + str(recCount) + "\n")
Bns = []
bone = []
nobone = 0
#==================================================================================================
# Bone Data
#==================================================================================================
counter = 0
print ("---PRASE--BONES---")
while counter < recCount:
indata = unpack('64s3i11f',pskfile.read(120))
#print( "DATA",str(indata))
bone.append(indata)

createbone = md5_bone()
#temp_name = indata[0][:30]
temp_name = indata[0]

temp_name = bytes.decode(temp_name)
temp_name = temp_name.lstrip(" ")
temp_name = temp_name.rstrip(" ")
temp_name = temp_name.strip()
temp_name = temp_name.strip( bytes.decode(b'\x00'))
print ("temp_name:", temp_name, "||")
createbone.name = temp_name
createbone.bone_index = counter
createbone.parent_index = indata[3]
createbone.bindpos[0] = indata[8]
createbone.bindpos[1] = indata[9]
createbone.bindpos[2] = indata[10]
createbone.scale[0] = indata[12]
createbone.scale[1] = indata[13]
createbone.scale[2] = indata[14]

#w,x,y,z
if (counter == 0):#main parent
print("no parent bone")
createbone.bindmat = mathutils.Quaternion((indata[7],indata[4],indata[5],indata[6]))
#createbone.bindmat = mathutils.Quaternion((indata[7],-indata[4],-indata[5],-indata[6]))
else:#parent
print("parent bone")
createbone.bindmat = mathutils.Quaternion((indata[7],-indata[4],-indata[5],-indata[6]))
#createbone.bindmat = mathutils.Quaternion((indata[7],indata[4],indata[5],indata[6]))

md5_bones.append(createbone)
counter = counter + 1
bnstr = (str(indata[0]))
Bns.append(bnstr)

for pbone in md5_bones:
pbone.parent = md5_bones[pbone.parent_index].name

bonecount = 0
for armbone in bone:
temp_name = armbone[0][:30]
#print ("BONE NAME: ",len(temp_name))
temp_name=str((temp_name))
#temp_name = temp_name[1]
#print ("BONE NAME: ",temp_name)
bonecount +=1
print ("-------------------------")
print ("----Creating--Armature---")
print ("-------------------------")

#================================================================================================
#Check armature if exist if so create or update or remove all and addnew bone
#================================================================================================
#bpy.ops.object.mode_set(mode='OBJECT')
meshname ="ArmObject"
objectname = "armaturedata"
bfound = False
arm = None
for obj in bpy.data.objects:
if (obj.name == meshname):
bfound = True
arm = obj
break

if bfound == False:
armdata = bpy.data.armatures.new(objectname)
ob_new = bpy.data.objects.new(meshname, armdata)
#ob_new = bpy.data.objects.new(meshname, 'ARMATURE')
#ob_new.data = armdata
bpy.context.scene.objects.link(ob_new)
#bpy.ops.object.mode_set(mode='OBJECT')
for i in bpy.context.scene.objects: i.select = False #deselect all objects
ob_new.select = True
#set current armature to edit the bone
bpy.context.scene.objects.active = ob_new
#set mode to able to edit the bone
bpy.ops.object.mode_set(mode='EDIT')
#newbone = ob_new.data.edit_bones.new('test')
#newbone.tail.y = 1
print("creating bone(s)")
for bone in md5_bones:
#print(dir(bone))
newbone = ob_new.data.edit_bones.new(bone.name)
#parent the bone
parentbone = None
print("bone name:",bone.name)
#note bone location is set in the real space or global not local
if bone.name != bone.parent:

pos_x = bone.bindpos[0]
pos_y = bone.bindpos[1]
pos_z = bone.bindpos[2]

#print( "LINKING:" , bone.parent ,"j")
parentbone = ob_new.data.edit_bones[bone.parent]
newbone.parent = parentbone
rotmatrix = bone.bindmat.to_matrix().resize4x4().rotation_part()

#parent_head = parentbone.head * parentbone.matrix.to_quat().inverse()
#parent_tail = parentbone.tail * parentbone.matrix.to_quat().inverse()
#location=Vector(pos_x,pos_y,pos_z)
#set_position = (parent_tail - parent_head) + location
#print("tmp head:",set_position)

#pos_x = set_position.x
#pos_y = set_position.y
#pos_z = set_position.z

newbone.head.x = parentbone.head.x + pos_x
newbone.head.y = parentbone.head.y + pos_y
newbone.head.z = parentbone.head.z + pos_z
print("head:",newbone.head)
newbone.tail.x = parentbone.head.x + (pos_x + bonesize * rotmatrix[1][0])
newbone.tail.y = parentbone.head.y + (pos_y + bonesize * rotmatrix[1][1])
newbone.tail.z = parentbone.head.z + (pos_z + bonesize * rotmatrix[1][2])
else:
rotmatrix = bone.bindmat.to_matrix().resize4x4().rotation_part()
newbone.head.x = bone.bindpos[0]
newbone.head.y = bone.bindpos[1]
newbone.head.z = bone.bindpos[2]
newbone.tail.x = bone.bindpos[0] + bonesize * rotmatrix[1][0]
newbone.tail.y = bone.bindpos[1] + bonesize * rotmatrix[1][1]
newbone.tail.z = bone.bindpos[2] + bonesize * rotmatrix[1][2]
#print("no parent")

bpy.context.scene.update()

#==================================================================================================
#END BONE DATA BUILD
#==================================================================================================
VtxCol = []
for x in range(len(Bns)):
#change the overall darkness of each material in a range between 0.1 and 0.9
tmpVal = ((float(x)+1.0)/(len(Bns))*0.7)+0.1
tmpVal = int(tmpVal * 256)
tmpCol = [tmpVal,tmpVal,tmpVal,0]
#Change the color of each material slightly
if x % 3 == 0:
if tmpCol[0] < 128: tmpCol[0] += 60
else: tmpCol[0] -= 60
if x % 3 == 1:
if tmpCol[1] < 128: tmpCol[1] += 60
else: tmpCol[1] -= 60
if x % 3 == 2:
if tmpCol[2] < 128: tmpCol[2] += 60
else: tmpCol[2] -= 60
#Add the material to the mesh
VtxCol.append(tmpCol)

#==================================================================================================
# Bone Weight
#==================================================================================================
#read the RAWW0000 header
indata = unpack('20s3i',pskfile.read(32))
recCount = indata[3]
printlog( "Nbr of RAWW0000 records: " + str(recCount) +"\n")
#RAWW0000 fields: Weight|PntIdx|BoneIdx
RWghts = []
counter = 0
while counter < recCount:
counter = counter + 1
indata = unpack('fii',pskfile.read(12))
RWghts.append([indata[1],indata[2],indata[0]])
#RWghts fields = PntIdx|BoneIdx|Weight
RWghts.sort()
printlog( "len(RWghts)=" + str(len(RWghts)) + "\n")
#Tmsh.update()

#set the Vertex Colors of the faces
#face.v[n] = RWghts[0]
#RWghts[1] = index of VtxCol
"""
for x in range(len(Tmsh.faces)):
for y in range(len(Tmsh.faces[x].v)):
#find v in RWghts[n][0]
findVal = Tmsh.faces[x].v[y].index
n = 0
while findVal != RWghts[n][0]:
n = n + 1
TmpCol = VtxCol[RWghts[n][1]]
#check if a vertex has more than one influence
if n != len(RWghts)-1:
if RWghts[n][0] == RWghts[n+1][0]:
#if there is more than one influence, use the one with the greater influence
#for simplicity only 2 influences are checked, 2nd and 3rd influences are usually very small
if RWghts[n][2] < RWghts[n+1][2]:
TmpCol = VtxCol[RWghts[n+1][1]]
Tmsh.faces[x].col.append(NMesh.Col(TmpCol[0],TmpCol[1],TmpCol[2],0))
"""
if (DEBUGLOG):
logf.close()
#==================================================================================================
#Building Mesh
#==================================================================================================
print("vertex:",len(verts),"faces:",len(faces))
me_ob.vertices.add(len(verts))
me_ob.faces.add(len(faces)//4)

me_ob.vertices.foreach_set("co", unpack_list(verts))

me_ob.faces.foreach_set("vertices_raw", faces)
me_ob.faces.foreach_set("use_smooth", [False] * len(me_ob.faces))
me_ob.update()

#===================================================================================================
#UV Setup
#===================================================================================================
texture = []
texturename = "text1"
#print(dir(bpy.data))
if (len(faceuv) > 0):
uvtex = me_ob.uv_textures.new() #add one uv texture
for i, face in enumerate(me_ob.faces):
blender_tface= uvtex.data[i] #face
blender_tface.uv1 = faceuv[i][0] #uv = (0,0)
blender_tface.uv2 = faceuv[i][1] #uv = (0,0)
blender_tface.uv3 = faceuv[i][2] #uv = (0,0)
texture.append(uvtex)

#for tex in me_ob.uv_textures:
#print("mesh tex:",dir(tex))
#print((tex.name))

#===================================================================================================
#Material Setup
#===================================================================================================
materialname = "mat"
materials = []

matdata = bpy.data.materials.new(materialname)
#color is 0 - 1 not in 0 - 255
#matdata.mirror_color=(float(0.04),float(0.08),float(0.44))
matdata.diffuse_color=(float(0.04),float(0.08),float(0.44))#blue color
#print(dir(me_ob.uv_textures[0].data))
texdata = None
texIndex = len(bpy.data.textures) - 1
if (texIndex >= 0):
texdata = bpy.data.textures[len(bpy.data.textures)-1]
if (texdata != None):
#print(texdata.name)
#print(dir(texdata))
texdata.name = "texturelist1"
matdata.active_texture = texdata
materials.append(matdata)
#matdata = bpy.data.materials.new(materialname)
#materials.append(matdata)
#= make sure the list isnt too big
for material in materials:
#add material to the mesh list of materials
me_ob.materials.append(material)
#===================================================================================================
#
#===================================================================================================
obmesh = bpy.data.objects.new(objName,me_ob)
#check if there is a material to set to
if len(materials) > 0:
obmesh.active_material = materials[0] #material setup tmp

bpy.context.scene.objects.link(obmesh)

bpy.context.scene.update()

print ("PSK2Blender completed")
#End of def pskimport#########################

def getInputFilename(filename):
checktype = filename.split('\\')[-1].split('.')[1]
print ("------------",filename)
if checktype.upper() != 'PSK':
print ("  Selected file = ",filename)
raise (IOError, "The selected input file is not a *.psk file")
pskimport(filename)

from bpy.props import *

class IMPORT_OT_psk(bpy.types.Operator):
'''Load a skeleton mesh psk File'''
bl_idname = "import_scene.psk"
bl_label = "Import PSK"

# List of operator properties, the attributes will be assigned
# to the class instance from the operator settings before calling.
filepath = StringProperty(name="File Path", description="Filepath used for importing the OBJ file", maxlen= 1024, default= "")

def execute(self, context):
getInputFilename(self.filepath)
return {'FINISHED'}

def invoke(self, context, event):
wm = context.window_manager
wm.fileselect_add(self)
return {'RUNNING_MODAL'} 

def menu_func(self, context):
self.layout.operator(IMPORT_OT_psk.bl_idname, text="Skeleton Mesh (.psk)")


def register():
bpy.types.INFO_MT_file_import.append(menu_func)

def unregister():
bpy.types.INFO_MT_file_import.remove(menu_func)

if __name__ == "__main__":
register()
Logged
Gildor
Administrator
Hero Member
*****
Posts: 7978



View Profile WWW
« Reply #2 on: January 24, 2011, 01:45 »

That's not TERA or umodel issue. That was a problem with Blender script (what you've fixed).
Moving thread to the common board.
Logged
figuresculptor
Newbie
*
Posts: 3


View Profile
« Reply #3 on: January 24, 2011, 02:12 »

Fair enough. Thank you for moving it.

In my defense, though, I didn't actually know it was a problem with the blender script until I had debugged it. TERA .psk files also cause errors in other programs like 3dObjectConverter, and I've never had problems with .psk files from other programs.
Logged
Gildor
Administrator
Hero Member
*****
Posts: 7978



View Profile WWW
« Reply #4 on: October 13, 2015, 15:18 »

Hi guys. Just found Blender importer on GitHub - one guy is extending the one posted in this thread
https://github.com/Befzz/blender3d_import_psk_psa

Might be useful for someone.
« Last Edit: April 17, 2016, 12:09 by Gildor » Logged
GamingSoldiers
Newbie
*
Posts: 6


View Profile
« Reply #5 on: August 21, 2018, 20:27 »

Hey,

i have a problem with importing PSK in Blender. My PSK is 2.5MB big and everytime i import it to blender, blender just close itself.
Logged
Gildor
Administrator
Hero Member
*****
Posts: 7978



View Profile WWW
« Reply #6 on: August 21, 2018, 20:31 »

Where did you get PSK importer?
Logged
GamingSoldiers
Newbie
*
Posts: 6


View Profile
« Reply #7 on: August 21, 2018, 20:49 »

i didn't install an psk importer for blender. Just blender and there was the option to import PSK. It works fine but if the file is about 2MB or bigger blender just close itself.

I Just use blender to convert my psk to fbx so i can use it in Cinema4D. If i use your psk to fbx converter for 3DS i can'T open the FBX files in cinema 4D
Logged
Gildor
Administrator
Hero Member
*****
Posts: 7978



View Profile WWW
« Reply #8 on: August 21, 2018, 20:55 »

Usually people has problems with Blender when they're using wrong importer. I suppose "default" one is wrong.
Logged
GamingSoldiers
Newbie
*
Posts: 6


View Profile
« Reply #9 on: August 21, 2018, 21:10 »

You are my hero
Logged
Juso3D
Moderator
Hero Member
*****
Posts: 910


Welcome to Gildor Forums


View Profile
« Reply #10 on: August 22, 2018, 12:01 »

The default one that comes with Blender hasn't been updated in a long time, the best one to use it the Befzz one, which is the most upto date one.
Logged

Blender + Linux User Here.
Tosyk
Sr. Member
****
Posts: 366



View Profile WWW
« Reply #11 on: July 14, 2021, 21:04 »

Befzz's doesn't import smoothing groups.
anyone fixed it?
Logged

Коллекционирую игровые модели.
my blog - http://cgig.ru
RedBear
Full Member
***
Posts: 226


View Profile
« Reply #12 on: July 15, 2021, 05:08 »

Befzz's doesn't import smoothing groups.
anyone fixed it?
I could be wrong, but that is my feeling: PSK don't contain info about smoothing groups.
Logged
Gildor
Administrator
Hero Member
*****
Posts: 7978



View Profile WWW
« Reply #13 on: July 15, 2021, 09:30 »

SmoothingGroups is ugly alternative way of providing mesh normals. It is not used in Unreal after the mesh is imported, i.e. the information is used to build mesh normals and then wiped out. So, there's no way to export smoothing groups to psk mesh with UModel. If you need normals, use glTF format - it has some restrictions (e.g. materials aren't exported), but it has benefits.
Logged
Tosyk
Sr. Member
****
Posts: 366



View Profile WWW
« Reply #14 on: July 15, 2021, 13:20 »

SmoothingGroups is ugly alternative way of providing mesh normals. It is not used in Unreal after the mesh is imported, i.e. the information is used to build mesh normals and then wiped out. So, there's no way to export smoothing groups to psk mesh with UModel. If you need normals, use glTF format - it has some restrictions (e.g. materials aren't exported), but it has benefits.
so psk can't store normal info as well?

I tried gtlf format and models looks better in blender, but when I'm trying to load psa onto the model everything is broken so I can't use gltf for this unfortunately (

is there alternative or a workaround?
Logged

Коллекционирую игровые модели.
my blog - http://cgig.ru
Print 
« previous next »
Jump to:  

Powered by SMF | SMF © 2006-2009, Simple Machines LLC
Leviathan design by Bloc | XHTML | CSS