Collada plugin for After Effects

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Plugins and Scripts > trueSpace > Import/Export

Unreal4 Import Export for trueSpace7.61

Set of scripts for working with Unreal game engine file formats. Imports and Exports T3D format with support for batch exporting of FBX files.
Note: sometime between v4.13 and 4.26 the t3d import was completely disabled in the unreal engine. Workarounds no longer work.

persistent base install required

t3d import panel

T3D Import:

  • Scale - import scale applied(0.01)
  • Clear scene - empty items from the scene, required for first run of ue1/deus ex csg map
  • Texture check - check for missing texture files for csg geometry(brushes) of type .png or .dds and list them in the Log view. Press (esc) to end a long run.
  • After crash - run after a crash or an (esc) cancel/abort
  • "..." - press button to choose the T3D file
  • UE4 map - t3d file was exported from Unreal Engine version 4
  • Brushes - import csg brush geometry
  • Skip Textures - do not load brush textures - runs much faster, quickly import geometry for preview
  • Flatten Booleans - run boolean flatten operation for each csg brush imported
  • Fast Booleans - restart the boolean process fresh when the number of materials is greater than 31, import can take several hours without this option enabled
  • Max materials - the number of materials a mesh will allow before starting a new mesh - names will be "GSL, xxx"
  • Add Brushes - diagnosis tool creates a collection of all the csg add brushes
  • Save On Max - when max materials for the current csg geometry is reached, backup save the scene
  • Auto Booleans - Delay - wait between automatic mouse clicks
  • Static mesh - imports placeholders for static meshes and interpActors in the form of cubes
  • Skeletal mesh - imports placeholders
  • Lights - include lights
  • KActors - import placeholders for level kactors
  • Mover brushes - import mover geometry
  • Volumes - import special volume brushes
  • Collada Friendly Names - change all ", #"(comma space hash) to "_" so the names are more compatible with the enhanced collada exporter
  • Import T3D - press buttons to start the import

Open T3D FBX Utilities(see below):

t3d export panel

T3D Export:

  • Scale - export scale applied(100.0)
  • export filename - nothing
  • Only export selected - check to export only the selected objects
  • Export T3D - press to save a UE4 compatible T3D map file
  • note the time should be at frame zero or the start point for any animations may be off

Open T3D FBX Utilities(see below):

t3d lights

T3D Lights - set the attenuation of all lights in the scene.

  • Constant -
  • Linear -
  • Quadratic -
  • Threshold -
  • Apply attenuation button -
t3d mesh tag

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
unreal batch export panel

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
  • 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
  • Mesh and 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 tsx path

Setup

  • Setup TSX Path - for standalone version, tsx path is used for some temp files
t3d fbx utilites

T3D FBX Utilities

  • Infinite to Directional - convert imported infinite light to a directional light so shadows display
  • Process StaticMeshes/Process SkeletalMeshes - changes color, transforms and tags for selected imported FBX meshes
    • Process tags set smGroup, smPackage, smSkeletalMesh and smStaticMesh tags
    • Fix staticmesh transformsmakes static meshes imported via fbx compatible with imported t3d scenes, fbx are 180deg off on import so needed transform freezing
    • Replace color ue4 fbx imports as black, set color to make shapes readable
    • smGroup, smPackage, smSkeletalMesh and smStaticMesh text for skeletal and static mesh tags - smSkeletalMesh and smStaticMesh can be left blank for automatic naming based on the mesh
  • FBX source group group of fbx meshes used with t3d placeholders
  • T3D destination group group of t3d mesh placeholders for the fbx meshes
  • Copy FBX meshes copies each fbx mesh from the fbx source group to the location of the t3d files in the t3d group
  • Rename Branch No Anim renames all the childen with a prefix "NoAnimation_" to prevent ue4 from reading the animation on that branch
  • Rename Branch Yes Anim removes the "NoAnimation_" prefix from the names
  • some extra buttons that probably dont work
  • Set Purple Alpha convert Deus Ex purple material to transparent - not needed
  • Yaw -90 rotate object -90 in yaw - not needed?

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.

  • import t3d map to truespace - using fast boolean option(import in 1 hour instead of 10 hours)
  • import lwo models to blender using custom script
  • import lwo animation model frames to blender
  • create morph targets for animation
  • use https://github.com/heimlich1024/OD_CopyPasteExternal to copy morphs into tS
  • use script to export animation texture for custom vertex shader in game engine

Fast Booleans Fix

UE1 T3D maps are a single boolean object. Fast booleans breaks it apart and so some subtraction operations are missing from the final meshes. The red wireframe subtraction meshes can be used with boolean tools to fix them.

wall is passing through an opening
boolean subtract or cut
remove blocking faces
opening cleared
you tube here
Old version: supports ue3 T3D, PSK and PSA

t3d import to truespace

  • export t3d scene from ue4 and import to tS, scale 0.01
  • export static meshes from the content browser
  • encaps the t3d mesh items
  • import fbx static meshes - no fixyaw, scale 0.01
  • t3dfbx import export utility - set checkboxes
    • process tags
    • fix staticmesh transforms
    • replaceColor
  • select all static meshes and press "Process StaticMeshes"
  • encaps the fbx meshes
  • set fbx source, set t3d destination to their encapses
  • press "copy fbx meshes" button
  • delete fbx encaps and delete t3d encaps
  • final result is scene the mirrors the ue4 level

Utility Notes:

  • use naming in ts to control animating parts in ue4 - skeletal mesh animation
  • use only part of a skeletons animation in ue4 by renaming joints - does not work with root joint
  • cameras and lights will not do full round trip between tS and ue4

Notes:

  • Import brushes first when importing unreal engine 1 csg maps so the scene is clean for the auto booleans
  • Clear scene is required for clean csg map booleans
  • The preview of the running process looks better when the ground is blank or wireframe.
  • Run trueSpace in compatibility mode for maximum stability
  • May be better to not have a link editor window open to the scene during csg mesh import.
  • T3D Import Fast Booleans runs 10 times faster on a medium sized DeusEx map. It takes about 1 hour instead of more than 12 hours.
    It limits the number of materials per mesh to 16 by default. A large number of materials is difficult to manage in tS.
    Fast booleans requires more cleanup. Subraction brushes are saved as red wireframes to help with this process.
    The map will be created as "GiantSubLevel" and 1 or more "GSL, x" meshes.
  • A backup of the scene is saved every 100 brushes when fast booleans is enabled and every 25 brushes otherwise
    The Save on Max will save every time the number of materials reaches the threshold. This can be used to save more often for a problem import.
  • T3D Import Auto Booleans uses https://www.autoitscript.com/site/ to left and right click in the middle of the 3d view in order to run the custom boolean tool.
    If not installed each csg brush will need to manually left then right click
  • Brushes with 3 or 4 vertices will import as stand alone meshes to help reduce material counts
  • UV maps are rough approximations and will need adjusting.
  • If crash before a backup scene is created try changing the value of the Max Materials(up or down) and/or enable the Save on Max option.
  • Truespace to UE4 notes/tutorial
  • DeusEx to WebXR notes
  • sometime between v4.13 and 4.26 the t3d import workaround no longer works - no way to import t3d to latest UE4 and upcoming UE5
  • t3d import has been "removed" from ue4 v4.13.0 due to hard crashes, see the link above for workarounds
  • Click this line for some old information.
  • The plugin package v.1638404 or higher (March 23, 2014 plugin file date) is required to use this script. Download the plugin package here.
  • The FBX Batch process requires the installation of the FBX plugin and scripts.
  • Note that the rsx plugins on this site require the VC++ runtime 2008 sp1 from Microsoft. (2010) Get it if the rsx plugin does not install.
  • t3d import names the inner mesh node to ue4 content browser name
  • t3d import at scale 0.01, export at scale 100
  • ue4 t3d import level goes black - save level fixes it
  • static mesh must have both smStaticMesh tag and smPackage tag for t3d export
  • fbx scene import is easier than t3d scene import
  • t3d is good for adding preexisting static and skeletal meshes to a ue4 level
  • t3d should also be good for heavy scene instancing
  • t3d import was completely removed sometime between ue4.13 and ue4.27
  • old style ue1 and Deus Ex t3d map import is more feature complete and much slower and crash prone
  • must install AutoIt to use auto boolean otherwise spend hours left and right clicking
  • crash recovery - load backup file saved in the same folder as the t3d import file
  • no texture option for fast import - normal import can take several hours
  • use deus ex tools to export static and animated meshes, custom lwo importer for blender to read them and odcopypaste to get the animated models as morph targets into tS

November 26, 2021

  • fix bug in renaming script - collada friendly

November 17, 2021

  • collada friendly name conversion

November 3, 2021

  • after crash hide GSLs, subtract and add meshes and floating/free meshes
  • new max material option - default of 15
  • add brush store - for debugging - not needed, off by default
  • new flat mesh store for 3 and 4 sided meshes
  • layer assignment for brushes, csg brushes, mover brushes, lights, static and skeletal meshes and flat brushes
  • new save on max option to help with unstable crash recovery

November 1, 2021

  • added small scale to all brushes for better booleans in most cases - less cleanup work

October 29, 2021

  • fix crash caused by too many status line updates
  • added new fast booleans option so import of csg map does not take literally all day long, includes subtraction brushes for geometry fixes
  • reduced the number of backup saves which are used to recover from crashes

October 27, 2021

  • custom t3d boolean widget was missing from the installer

October 25, 2021

  • import brush csg textures
  • booleans work with textures
  • list missing brush textures
  • read material flags for transparent and constant shaders
  • new installer

August 27, 2018

  • new t3d fbx utilities
  • import directional light instead of infinite light
  • name t3d placeholder mesh for skeletal mesh (staticmesh already had it)
  • ue4 4.16 changed actor class format - fixed, but direct skeletal mesh references no longer exported by ue4
  • removed code that adds a pivot to csg geometry and volumes
  • added spotlight angle
  • added camera import
  • set spotlight cone angle export to half value to match ue4 import
  • persistent install

May 29 2016:

  • unknown changes
  • fixes for latest ue4?

April 24 2016:

  • unknown changes
  • removed support for Unreal Engines less than version 4
  • removed PSK/PSA import export
  • removed unreal grid

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
January 04, 2010
June 5, 2013