PSK/PSA:
-
"...", Load PSK - press buttons to first
choose then load a PSK file
-
"...", Load PSA - press buttons to first
choose then load a PSA file
-
new skeleton - create a starting point
skeleton in the scene to build new skeletal meshes
-
delete IK nodes - must remove IK handles
and stops before exporting
-
Save PSK - press to export a PSK file,
ignore the "..." button
-
Save PSA - press to export a PSA file,
ignore the "..." button
- reduce keys - import every other keyframe
-
Cancel PSA Import - will stop the PSA import
process
-
Load PSK v2 - button not shown will
import a standard skeleton from a PSK file which can be used
as a basis for the fbx exporter, no PSK export, no PSA
import or export of standard skeleton
T3D Export:
- scale - export scale applied
-
export selection - check to export only
the selected objects
-
Export T3D UE4 - press to save a UE4
compatible T3D map
file
-
Export T3D UDK - press to save a UDK
compatible T3D map
file
-
note the time should be at frame zero or the start point
for any animations may be off
T3D Import:
- scale - import scale applied
-
"...", Import T3D - press buttons to first
choose then load a T3D file
- import lights - include lights
-
import brushes - load the csg brushes for
the level
-
flatten brush booleans - import the brushes
as a single mesh instead of as a series of boolean operations
-
import staticmesh - imports placeholders
for static meshes and interpActors in the form of cubes
- import skeletal mesh - imports placeholders
-
import volumes - import special volume
brushes
-
import kactors - import placeholders for
level kactors
- externalstaticmeshB - does nothing
-
set source - select the new mesh in the
scene and push this button
-
set destination - select one of the instances
to be replaced and push this button
-
replace mesh - will search the scene for
all meshes that have an internal name that matches the destination
and replaces the mesh with the new source mesh.
T3D Lights - set
the attenuation of all lights in the scene.
- Constant -
- Linear -
- Quadratic -
- Threshold -
- Apply attenuation button -
T3D MarkMesh - assign
tags to identify static and skeletal meshes and terrains for the
T3D exporter, landscapes use the terrain tag
-
Package - package name for mesh in the
UDK object browser
-
Group - group name of the mesh in the UDK
object browser - test shows this value doesn't seem to
matter, only package name is needed for matching up assets.
For UE4 do use this to use preexisting meshes. for example
set group to Character on a
skeletal mesh named HeroTPP to end
up with a full name of
"/Game/Character/HeroTPP.HeroTPP"
-
StaticMesh Name - name of the mesh
inside the Unreal object browser
-
Apply Static Tag - assign the staticmesh
name to the node
-
Skeletal Mesh Name - name of the mesh
inside the Unreal object browser
-
Apply Skeletal Tag - assign the skeletal
mesh name to the node
- MaxComponentSize - 4 typical value
-
NumPatchesX - set equal to num segments
Width from original plane
-
NumPatchesY - set equal to num segments
Height from original plane
-
Apply Terrain Tag - interprete as a terrain
on export
-
Particle System Name - name of the
particle system inside the Unreal browser
-
Apply Particle Tag - interprete as an
Unreal particle system
-
Load Default Unreal Material - loads the
light and dark gray checker texture into the material editor so it
can be assigned to csg geometry
FBX Batch Export - export
selects groups of items to
be exported into individual files in the FBX format. This requires the FBX import/export script and
rsx plugin.
- scale - export scale
-
fbx mode - one of 5 methods for export,
all visible items of that type will export
-
Static Mesh - meshes that have the
Static Mesh tag name === object name
-
Skeletal Mesh - meshes that have
the Skeletal Mesh tag name === object name
-
Skeletal Mesh Animation - each
animation clip of each skeletal mesh
-
Static Mesh Matinee - animated
static meshes exported for use in matinee
-
Skeletal Mesh Matinee - animated
skeletal meshes exported as nulls for use in matinee
-
export mesh and
export
animation
are set by the fbx mode selection, user
import is ignored
-
set batch path - folder dialog for
selecting the destination for the exports
-
Export FBX - starts the fbx batch
process. All visible items that match the fbx mode are
exported one by one. Press "Esc" to cancel the process.
Unreal Grid - to
make trueSpace snap and look like the old style Unreal editor grid
- Background color -
- Anti Alias level -
- Export scale - planned t3d export scale
-
Grid Size - total size of the grid on one
side
- Grid Spacing -
- Major Axis color -
- Minor Axis color -
- Wireframe -
-
Unreal - press to give the unreal grid
appearance
-
Normal - press to restore standard trueSpace
grid
Setup
-
Setup TSX Path - for standalone version,
tsx path is used for some temp files
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.
Installs a button to open the importer/exporter in the panel
view. 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.
Some old installation and usage notes can be found at this
link.
you tube here
you tube here
you tube here
Notes:
April 2 2015:
- fixed static mesh scale for ue4
- mark mesh works with multiple selections
-
add particle system placeholder export, marker also
added
- export scene check box
-
improved t3d uv (not random anymore) using solidsnake
ase to t3d code -
www.solosnake.com
-
fixed/finalized the skeletal mesh rotation for the t3d
files
- batch process for the fbx exporter
February 14 2015:
- t3d ue4 export
- landscape for ue4 / terrain for udk
-
skeleton mesh orientation in t3d corrects for fbx import
orientation
December 7 2014: - t3d export reads the skeleton root instead of the actor position
April 12 2014:
- t3d export removed extraneous "..." file button
- t3d export point and spot lights as movable if animated
- t3d export spotlight angle
- set material name from the tag panel
March 23 2014:
- do not export invisible items to t3d map file
-
import psk to standard skeleton, no export or animation
import/export yet
- support boolean subtraction for csg export to t3d format
Sept 10 2013: -
option to save entire scene or selection
May 26, 2013:
- combined T3D import and PSK/PSA import export into one UI
- T3D imports InterpActors
-
T3D force uv set 1 for meshes - fixes bug when cubic uv
projector was set to uv set 2 only
- added T3D exporter
- mesh tags for T3D static and skeletal mesh export
- added Unreal Grid
- terrain export
Jan 27, 2013:
- fixed X-axis mirror problem
- psk import random colors for multimaterial meshes
- unique button guid
- automatic script portion installer - rsx still manual install