Open the Static Mesh Browser and Save the Package again in order to save the smoothing. The mesh will appear smooth after a few minutes of processing. In the Command line at the bottom of the interface type "staticmesh smooth" and press Enter. Insert the Static Mesh into the Level Editor (Static Mesh Browser Window > Edit > Add to Level or Click the strange icon that looks like an arrow with two legs.) Assuming you have already built a room to hold your mesh, you will notice that the mesh is faceted and not smooth. If you do not save the package the mesh will not be visible at Runtime, even though the mesh is visible in the Editor. Now you must save (Static Mesh Browser Window > File > Save) the Static Mesh Package (.usx) that you have just created. If you want to change the texture of the mesh, this can be done in the Static Mesh Browser by changing the material to the texture that is currently active (Materials > Material > Use). You may need to zoom in or out depending on the size of the mesh. After the import process is complete the mesh should appear in the Static Mesh Browser. The default mesh "Name" can be kept (If a mesh with this name already exists in your Package, you will want to change the name.). The "Group" name is optional (This name can be the same for future meshes as well.). In the "Import Static Mesh" window that pops up, enter a unique "Package" name (This Package can contain multiple meshes so the same name can be used for future meshes.). ase file) the file which was exported from Blender. Open The Static Mesh Browser and Import (Static Mesh Browser Window > File > Import > Select the. 3ds) the file that you exported from Wings3D. Start Blender and delete the cube that is in the default scene. Under the export options, Swap Y and Z Axes should be checked. Export (File > Export) your UV Mapped, Soft Edge only, model as a. Learning to use AutoUV is not neccessary, unless you need extra control over the texture. You can use the Snap Image Tool (Tools > Snap Image) for simple models. UV Mapping will need to be added to the model if not already present. You must edit your model if you have been relying on hard edges to support the shape of the model. Hard Edges are not allowed in this method. It also assumes you are somewhat familiar with UnrealEngine2. This process requires that you have Blender and Goofos ASE Export Plugin for Blender. This will allow you to create a Map which will run in UnrealEngine2 Runtime. The process for getting your Wings3D models into UnrealEngine2 Editor is described below.
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