Collada plugin for After Effects

More info here
Plugins and Scripts

Blender and Carrara

Lightwave Mode MDD Export for Blender

Blender script for writing MDD files compatible with Lightwave. The Lightwave mode checkbox exports the MDD with the proper orientation for use in Lightwave. Made for Blender v2.74

Installation:

  • unzip to the script/addons folder
  • start Blender
  • File - User Preferences
  • Add-ons
  • Support Level set to "Testing"
  • Find Import-Export: Newtek MDD Format and check the box
  • Press the Save User Settings button
May 2, 2015

trueSpace COB Object Import for Blender

Blender script for reading binary format trueSpace cob files. Script only reads polygon geometry. It does not work with ascii format cob files. Made for Blender v2.74

right click the link above to download

Installation:

  1. save the python file to the scripts/addons folder or some other convenient place
  2. go to Blender Files -> User Preferences -> Add-ons
  3. click the Install from File button and locate the python file
  4. click the Install from File... button to load it
  5. enable the addon by clicking it's checkbox
  6. press the Save User Settings button
May 2, 2015

ASE Export for Carrara 7

This plugin for Carrara will export a vertex mesh in the ASE(Ascii Scene Exporter) format. It can be used to import static meshes to the Unreal and Doom3 game engines. The UDK imports FBX format static meshes from Carrara, so this plugin is not needed for importing static meshes from Carrara to the UDK. Click the link above to download.

Close Carrara and unzip the ASE.DAT, ASE.TXT and ASE.MCX files to the Extensions folder to install the plugin.

Select a simple, non hierarchical object, no groups allowed, and export it.; Don't use the save or save as menu options. Only export works. Texture information will only be read from the selected object. All geometry in the scene will be exported and objects with special names will import into unrealed as collision objects.

Unreal collision objects

Collisions meshes are created by using special names on extra geometry in the scene.

For UT3 use the following prefixes to create collision objects

  • UBX_ - Box
  • USP_ - Sphere
  • UCX_ - Mesh

For UT2004 and eariler use the following prefixes on the mesh names

  • MCDBX_ - Box
  • MCDSP_ - Sphere
  • MCDCY_ - Cylinder
  • MCDCX_ - Mesh

Unreal plugins for Carrara 4 and 5 can be found here.

An untested Carrara 8 plugin can be found at the bottom of this page.

September 14, 2010

Unreal PSK Export for Carrara 7

This plugin for Carrara will export a skeletal mesh to the PSK format and animation in the PSA format used by the Unreal game engine. Click the link above to download.

Please read the notes below. This plugin was written with zero error checking . If you get an error exit out of Carrara.

Close Carrara and unzip the PSK.DAT, PSK.TXT and PSK.MCX files to the Extensions folder to install the plugin.

Select the root bone, the topmost bone of the hierarchy and choose Export in the file menu. Choose PSK as the file format and save it. A PSA(animation) file will also be written to the same folder and will be named "Carranim.psa"

Limitations, Rules and Notes:

  • The skeleton must be attached to a single polymesh object.
  • The mesh object must be made of triangles only.
  • All the bone names must be unique.
  • The skeleton must not be scaled at any time.
  • Maximum of 8 textures(Built in characters usually use 2 textures).
  • BVH import adds a space to bones names. Be sure there are no extra spaces at the end of the PSK file name or Unrealed will not import it properly.
  • The UV editor must be used to get good results in texture translation.
  • A maximum of 800 bones are allowed.
  • Unreal Engine is limited to 4 bone influences per point/vertex.
  • To import several animations into Unrealed use the "Merge sequences into existing" option after renaming the animation inside Unrealed.
  • BVH import - do NOT scale the skeleton on import, but use the scale from the bvh file. 
  • The animation play range determines the frames that will be exported.
  • Mesh at frame 0 is taken as the default pose.
  • Export PSK and PSA separately unless the first frame of the animation is the default pose.
    • 1. Export a PSK file with a default pose at frame zero.
    • 2. Export PSK file to get the animation, but don't use the resulting PSK file.

UT3/UDK skeletons for Carrara 7 - includes skeletons for Male, Female, Krall and Corrupt characters and the first person skeleton. Also includes a skinned sample of the Male character(not perfect, just something I threw together for testing purposes). Do not scale the skeletons or any part of the skeletons.

FBX meshes - exported from 3dsmax, can be used to load the character meshes. Note that the Krall imports as a tiny character inside a giant gun. It's best to orient and resize the character mesh to the skeleton by using the vertex editor. It may or may not give trouble if done using the scene transform controls.

OBJ format meshes - includes all except the Corrupt character mesh.

UT2003 skeletons and UT2004 skeletons - in most cases the skeletons are the same with small differences here and there.

Unreal plugins for Carrara 4 and 5 can be found here.

An untested Carrara 8 plugin can be found at the bottom of this page.

September 12, 2010

Unreal T3D Export for Carrara 7

This plugin for Carrara will export a vertex mesh to the Unreal T3D format. It can be used to import brushes or an entire scene(of vertex meshes) to the Unreal game engine. A single object will export as a t3d brush. Nothing selected will result in a t3d map file. Click the link above to download.

Close Carrara and unzip the T3D.DAT, T3D.TXT and T3D.MCX files to the Extensions folder to install the plugin.

To write a brush file select the vertex object and then save it/export it as a T3D format file. To write a map file deselect all objects and save as a T3D format file. Single object, brush, export does not support hierarchical structures, so no grouping is allowed. Map export(nothing selected) does support grouped objects. All geometry is exported as CSG Add type brushes and static mesh references.

The object texture mappings are jumbled when imported into the Unreal editor. Use the texture mapping inside ued to fix it. Select the surface, right click and choose surface properties.

Objects that have an "SM_" prefix will act as place holders for static meshes. The name must be the full name used in the unreal editor. example: "SM_HU_Deco3.SM.Mesh.S_HU_Deco_SM_VentWheel01" will load into the editor as the "HU_Deco3.SM.Mesh.S_HU_Deco_SM_VentWheel01" static mesh included in the UDK.

If static meshes are used, they must be fully loaded before importing the t3d map to Unreal. Static meshes can be exported from UDK as obj format files. Be sure the mesh is at the origin before exporting for the best result.

The t3d map file generated by this plugin is compatible with UT3 and UDK. It may or may not work with earlier versions of Unreal. You can use a text editor to remove the lines of the t3d map file to make it compatible:
"Begin Level NAME=PersistentLevel"
"End Level"
This may or may not work since I haven't tested with ealier versions.

The plugin does not export lights or any kind of animation.

Unreal plugins for Carrara 4 and 5 can be found here.

An untested Carrara 8 plugin can be found at the bottom of this page.

September 17, 2010

ASE Export for Carrara 8 32 bit

Unreal PSK Export for Carrara 8 32 bit

Unreal T3D Export for Carrara 8 32 bit

These Carrara 8 plugins are completely untested. They may work and they may not.

September 17, 2010

Source Code for Carrara 7 plugins

Source Code for Carrara7.

September 17, 2010
June 6, 2013