May 7, 2012 Update:
Automatic Installer just drag into the LE.
Reads image file name from a generic D3D material.
Nov 22, 2009 Update:
New version 1.5 uses the save-as function from the plugin
package.
Installs a button to open the exporter in the panel view.
A script for exporting ASE format mesh files for use in
creating static meshes for the Doom3/Quake4 and Unreal game
engines. Supports Unreal collisions and provides a means to
simulate 3dsmax smoothing groups. Support for 2 uv
sets. The second uv set is good for Unreal light maps.
Material names come from the material chunk nodes. Good for
Doom3 material names. "%" in the material name is converted
to "/" on export.
It changes from trueSpaces right handed to left handed coordinate systems by making X,Y or Z values negative. It looks like ut3 likes the Y coming from trueSpace to be negative.
1 trueSpace meter = 10 unreal units
Some usage notes can be found at this link. Information includes how to setup smoothing groups and Unreal collisions.
The plugin package is required to use this script. Download the plugin package here.
A generic material can be used with this exporter.
Script for modifying the exported dae file so that the textures and the collada file are in the same folder. A copy of the collada file is modified and placed into the texture folder. The original collada file is not altered in any way. The behavior of the trueSpace Collada exporter varies based on whether it is exporting workspace or modelspace materials. See some notes here. This script gives it a more consistent behavior. Exports animations for light color, spotlight cone angle and camera fov.
This script only works when using the file menu. Dragging to a library will not work because the script uses the most recent saved file information which is bypassed when drag saving to a library.
Install by dragging into a 3d view or the link editor. Automatic installation.
Feb 4 2013:
Sept 2 2012:


This is the second version of a plugin and script set for importing and exporting to the FBX file format. This new version uses the 2013.2 FBX SDK.
The plugin imports meshes and their materials, camera, light data and animations. One uv set is imported from the diffuse channel. NURBS patches are automatically converted to polygon meshes. UV sets 1 and 2 are exported.
Improvements over the first FBX plugin:
February 4 2013:
January 28 2013:
January 24 2013:
January 4 2013:
September 6 2012:
September 8 2012:
Export Options:
new skeleton - press this button to create a skeleton starting point
embed media - will include textures within the fbx binary file
export end joints - no function
skip skeleton root - bypasses the skeleton root node making the next joint the root of the exported skeleton. If the skeleton is built in 2 directions from the first bone then this option is ignored.
absolute texture path - will use the absolute instead of the relative paths for texture files
export animation - saves object animations
export mode - no function
Export Scale - scaling multiplier for the export
Delete IK nodes - select a character and press this button to delete all the IK handles and locks
Go to bind pose - frame -10 - - sets the timeline to frame -10
DE-SELECT for scene export - deselect all items
export fbx file - saves an fbx file to disk. If nothing is selected then the scene will export otherwise the selected item is exported.
Import Options:
clear scene - delete all items in the scene
autofacet - checkbox is the same as pressing the auto facet normals button
autofacet value - angle for the autofacet normals function
import scale - size multiplier
import fbx file - press to import an fbx, 3ds, obj or dxf file
skin and transfer animations - completes the import process for skeletal meshes.
convert parents to groups - some formats import in a parent child type heirarchy. This button converts these nodes into truespace style groups
take - the number of the animation to import. A large number will read the last one in the file.
import animation, lights - activate import of lights and animation
convex polygon - creates a polygon from a fan type arrangement of triangles. This is good for most cases. When unchecked concave polygons will import properly, but it is unstable and may crash truespace in some cases. The unchecked state is based on code from http://alxr.usatlas.bnl.gov/lxr/source/atlas/DetectorDescription/GeoModel/GeoModelKernel/src/ by Thomas Kittelmann adapted from code poly2tri by Liang, Wu, it needs further modification to work smoothly with trueSpace.
ignore alpha value - ignores the alpha value in the imported file
invert alpha - some files have reverse alpha/transparency values in the materials relative to truespace. Use this option to flip the alpha values imported.
convert to zup - pressing this button will activate the fbx function to convert the imported file to a z up orientation. Uncheck for y up.
no texture no normal - material normalmap node will be removed if no diffuse material node is created for the mesh
activate sliced mode - an fbx file with a large number of items will crash truespace. Use this option to import the file a piece at a time. The resulting meshes can be combined with booleans to reduce the number of nodes in a scene and the next import will load the next section of the file.
num items per slice - the number of objects that will import when in sliced mode. Each time the import is run this many nodes will import.
next import node - this field keeps track of the next starting point for importing in sliced mode. It will be blank when the last section of the file has been imported. Do not type anything in this field.
Downloads and Installation Notes:
unzip the contents
load the "install fbx2 import export.RsObj" using the file menu. Do not drag and drop the object into the scene or the automatic installation of the rsx plugin will not work.
Open the link editor and run the script. If a previous version of this plugin is installed press the unistall button and restart truespace before pressing the install button.
click to get the source code(for programmers) - RcFBXimport.cpp, RcFBXimport.h, RcFBXexport.cpp, RcFBXexport.h
A sample video on how to install an rsx plugin for truespace can be found here. The video is for installing the Indigo Renderer, but it uses a similar rsx plugin.
Usage notes:

A plugin and script for reading Collada mesh and animation data into truespace. The plugin has been tested with trueSpace, Blender2.5, Spore Creatures and Lightwave. It will read in lights, cameras, meshes, nulls, light color, spot light cone angle, camera fov and motion animations. It will not read in morphs or physics.
Meshes are limited to 16 materials, 2 uv texture maps and must be made of triangles or convex polygons. Only one skeleton per file and one mesh per skeleton is allowed.
The Post Import Utilities are used to apply animation and skinning and to convert and clean the node structures imported. The presentation order below and on the ui is the general order these utilities would be applied. The process actor and process actor animations are only needed for skeletal animations.
Make connections in the link editor to adjust for Y-up collada files. Connect the OwnerMatrix of the Actor to the WldMatrix of the collada scene node. The collada scene node will have it's WldMatrix connected to all of the other imported items. Rotate the collada scene node so the top of the scene is pointed upwards in the Z direction. At this point the scene can be converted to a group. If the scene is already Z-up just disconnect the collada scene node from all it's children and delete it.
Update December 20 2012:
Update December 16 2012:
December 10 2012: - crashing when more than 16 materials. Rebuilt Clintons3dPlugin.rsx and it works now. Must have been a bad build. No code changes.
Update August 21 2011:
Update June 13 2011:
Todo:
Downloads and Installation Notes:
A sample video on how to install an rsx plugin for truespace can be found here. The video is for installing the Indigo Renderer, but it uses the same rsx plugin.
Usage notes:
Installs a button to open the import/exporter in the panel view. Truespace7.61 script for loading and saving idtech4 md5mesh and md5anim mesh and animation files. This version has some improvements over the 2009 version. It has a button and an automatic installer, the mirror problem across the X axis is fixed, animations are loaded into their own named clips, simple material and definition files can be generated, animated bounds frames are corrected, export dialogs will use a save-as dialog if Clintons3dPlugins rsx plugin is installed and tga texture files can be exported.
A more thorough explanation of the options available in the panels can be found here.
May 06 2012: fixed command line in mesh and animaton files, set mesh to export at frame -10, re-enable clips after an animation save.
May 04 2012: some bugs fixed and mesh import is faster, more input validation, copy texture independent of material write, means to convert bvh skeletons, full writeup of controls.The Utilities panel has additional controls for adjusting an imported bvh skeleton to make it compatible with the doom3 exporter.
The quickest way to get started would be to enable useContentPath, give a modname and just type in the names(not the full path and no extension) for the Save Mesh and Save Animation text fields. The various path fields will be automatically populated the first time a mesh is saved.
A generic material can be used with this exporter.
Tutorial coming soon...
Installs a button to open the importer in the panel view. Truespace7.61 script for importing Unreal t3d map and brush files. Should be compatible with t3d files from ut2k3 and up to the latest UDK at this time. It imports lights, brushes, volumes and placeholders for kactors, static and skeletal meshes. It has a lights aspect panel for adjusting the attenuation values for all the lights in the scene.
Mesh Replacement controls are used to replace the imported placeholders with another mesh. Static meshes can be exported from the UDK in the FBX format. So you can take one of the static meshes in a level, zero out it's rotation and location values, set scale to 1 and export an fbx file. Load this into truespace using the FBX importer found on this page, add a pivot, normalize the pivot's location and then replace all placeholder instances with this mesh.
T3D maps have a lot of lights in them. The Lights aspect of the panel can be used to decrease the brightness of the lights to a reasonable value.
Jan 27, 2013:
Aug 7, 2011 Update:
version 1.3.3
Fixed psk import bug from version 1.3.2 update
Button highlighting fixed
Nov 11, 2010 Update:
version 1.3.2
Added a button for creating the start of a compatible
skeleton
Added a button to remove IK handles and locks for the PSK
export
Jan 28, 2010 Update:
version 1.31
Bug that prevented native truespace skeletons from being
exported has been fixed.
Jan 5 fixed the link(Thank you, danperk)
Jan 4, 2010 Update:
New version 1.3
Fix PSA export to work with IK handles and locks
The first joint above the root joint (b_Hips) will now
automatically export translation animations from IK motions.
Truespace IK on the hips moves the root joint. The
script compiles the animation so the root does not move and
acts as an origin for the skeletal animations.
Dec 18 2009 Update:
New UDK version was crashing when importing PSK file.
The updated rsx plugin fixes the problem.
Download.
Nov 22, 2009 Update:
New version 1.2 uses the save-as function from the plugin
package.
Fix PSA export flipping
Fix PSA import overlapping animation frame zero bug
Works with truespace standalone version
Installs a button to open the importer/exporter in the panel view. Truespace7.61 plugin and script for importing and exporting Unreal psk psa mesh and animation files. This plugin has been tested with ut3 and should work with earlier version of unreal. This script comes in 2 parts. There is the script itself and a rsx plugin for reading and writing the binary PSK and PSA file formats. The script installs with the push of a button, the plugin requires manual installation.
Notes:
UDNMale psk sample has import skinning problems, fixed by
heal skin with autoskin holes and normalize skin selected.
Truespace standalone version needs a tsx folder. This
can be created from the setup aspect of the script.
Truespace standalone version does not have a status line so
you must wait to be sure the plugin script run is completed.
PSA export uses the timeline play range.
More Notes:
When importing PSK or PSA files use the 2 buttons.
"..." and "Load PSK" to load a mesh file
and use "..."
and "Load PSA" to load an animation file.
When exporting just use the single buttons "Save PSK" and
"Save PSA".
The PSK exporter does not work with IK handles and locks.
The PSA exporter will make a copy of the mesh without IK
handles and locks and will bake the animation into the copy
before saving it.
The PSK export uses the default pose.
When assigning IK handles for the hips also assign IK
handles for the feet. The feet tend to float around if
they don't have handles. The IK full stop is not
enough to stabilize their motion.
Recommend for each handle to set interpolation to IK, posing
only unchecked and global locks unchecked.
Truespace IK does not work with translation animation of
the hip joint and proper limits must be set to work with
other joints reliably. The PSK importer creates joints
with no rotation limits on the joints. It may be best
to set these limits on IK chains though the imported models
seem to already be bent to a preferred angle.
When importing animation to UDK/UT3 editor uncheck Anim Rotation Only(bAnimRotationOnly or add the "b_Hips"(assuming the ut3 psk format) joint to the list of translation bones.
Some installation and usage notes can be found at this link.
The plugin package is required to use this script. Download the plugin package here.
Installs a button to open the importer in the panel view. The script is used to load a camera and tracking points from a SynthEyes text files. The camera's position, rotation and field of view animations are imported. Click the text above or the image to the left to download the installer. Click the remaining images to download the image loader and composite render nodes.
The script installs automatically.
Usage Notes:
If you close a scene and reload it some of the tracking points will disappear. You can get them back by opening the tracking points mesh in the link editor, locate the object render attributes node and check the "show hidden lines". This needs to be checked to see all the points.
The Camera/Object file may export more than just a camera. I need to investigate that one.
Update:
July 29, 2011 new version 1.1
Fixed/Improved camera animation import. All animations
now on the camera without any extra helper nodes.
Installs a button to open the importer in the panel view. The script is used to load a camera and tracking points from a Voodoo text file. The camera's position, rotation and field of view animations are imported. Click the test above or the image to the left to download the voodoo import installer. Click the remaining images to download the image loader and composite render nodes. The Voodoo camera tracker can be downloaded from here.
Usage Notes:
the system can be rotated to make the mesh match the ground plane by either grouping
or by parenting
More Notes:
If you plan to use the Voodoo tracker for commercial purposes do not use SIFT keypoints. That feature is the reason for the "not for commercial use" warning in the software.
If you close a scene and reload it some of the tracking points will disappear. You can get them back by opening the tracking points mesh in the link editor, locate the object render attributes node and check the "show hidden lines". This needs to be checked to see all the points.
http://www.lfi.uni-hannover.de/digilabforum/viewtopic.php?t=676

Sample image sequence from the Voodoo website. Image
loader shows an image size of 720x576. The xsize of
the composite render node has been tweaked from 720 to 750
to get a good fit with the image sequence.
July 2011 - autoinstaller and fixed button highlighting
Plugin and scripts for importing and exporting to the FBX file format. There is also some support for working with obj, 3ds, dxf and collada files. It will export lights, cameras, meshes and their transformation animations. It will import nulls, some skeletal mesh data, some camera info, some light data and simple meshes and their material definitions. The plugin has been tested with Unity and UDK game engines and Carrara 7 and uses the FBX SDK version 2011.2.
Plugin imports meshes and their materials. Some camera, light and skeletal mesh data.
Nurbs surfaces are converted to triangle meshes. One uv set is imported. Both uv sets will export.
Error checking still not in place yet. Still beta and the source code is still very rough.
Translation values from 3ds files are not read. This results in a location of (0,0,0) all the time. If file has a hierarchy of elements then they will not be in the proper location relative to each other.
Both uv sets will export.
new skeleton - create a skeleton starting point
export mode - (wip) control over export behavior
export as triangles - check to export triangles, uncheck to export polygons
If nothing is selected then the entire scene will export. Push the DE-SELECT for scene export button so nothing is selected.
Use the "skin and transfer animations" button to complete the import process. It reads in a text file created by the plugin that has the skinning information need to bind the mesh to it's skeleton then it transfers the animation stored in a proxy node to the skeleton.
Lights and camera exported rotations are all wrong. The import mode(WIP) is designed to solve this problem. Light color, type and spot angle are exported.
Only materials derived from BlankDX Material will fully export. Compiled materials will have simple placeholders.
Alpha value, alpha texture, color, color texture, constant color and texture export to emissive channel, model shader shininess and specular color or texture, normal textures export to the bump channel.
Library textures included with truespace will not work for export, because they are not stored in texture file formats.
Sample items from the standard libraries will crash truespace when exporting. Several items were never updated for the final release of truespace. They can be made safe by assigning a new material and point editing the mesh.
If a file has too many elements then it can be imported in pieces, I call partitions, and use boolean operation to reduce the number of meshes. There is a short note in the zip archive, but this needs more documentation.
prefilename - experimental feature for batch importing
import animation - turn animation import off and on
no texture no normal - material normalmap node will be removed if no diffuse material node is created for the mesh
simple fan polygon - simple triangulation method good for most cases, when unchecked concave polygons will import properly, but is unstable and may crash truespace in some cases. not good for skeletal meshes.
partition mode - switch to activate partition mode(off by default). Truespace seems to be limited to importing about 450 scene items(meshes, lights, cameras). This check is used with partition number and nodes per partition.
nodes per partition - maximum number of items to import from the fbx file. The partition size
partition number - choose a section of the file to import. 0 imports the first section 0 to nodes per partition. 1 imports nodes per partition to 2 * nodes per partition. 2 imports from 2*max to 3*max etc.
18 March 2012 Changes:
25 November 2011 Changes:
Version 0.97 Changes:
Version 0.975 Changes(Feb 9 2011):
Version 0.99 Changes(Feb 28 2011)
August 22 2011 Changes
August 23 2011 Change
September 5 2011 Changes
Downloads and Installation Notes:
click to get the rsx plugin, material list node and script installer
copy the rsx file to a convenient location and install the rsx plugin
run the install script to create a toolbar button, copy the FBX Material List node into the Materials - DX9 folder and copy the SkeletonStart node into the Biped Limbs folder
Two custom shader nodes for an Alpha value and a ModelTexture shader are included as a convenience. The model texture shader can be used for specular texture maps.
click to get the source code(for programmers) - the code is very rough, only good for bits of knowledge
A sample video on how to install an rsx plugin for truespace can be found here. The video is for installing the Indigo Renderer, but it uses a similar rsx plugin.
Usage notes:
Skeletal mesh export: