DarklightGames / io_scene_psk_psa

A Blender extension for importing and exporting Unreal PSK and PSA files
GNU General Public License v3.0
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ActorX #8

Closed Lasercar closed 2 years ago

Lasercar commented 2 years ago

I'm wondering if it's possible to port/recreate ActorX for blender, and if not, then copy over some of the options/features used for export.

Source code: github ActorX It's under a BSD-3 Clause License.

cmbasnett commented 2 years ago

What kind of functionality specifically would you want ported over? I don't have access to 3DS or Maya so I can't view what kind of things it can do.

Lasercar commented 2 years ago

https://docs.unrealengine.com/udk/Two/ActorXMaxTutorial.html ActorX Setup (Image of the setup since they didn't put one there)

This should help. I don't quite know what functionality would be useful.

The different way of exporting animations could be an option. They have their range specified, are given a name and "digested" for export. It persists between files too.

cmbasnett commented 2 years ago

To be perfectly honest, most of these settings are either undesirable (to me) or have no relevance to the way that Blender does things. For example, why wouldn't you want the smoothing groups to be exported?

As for the animations, it would be nice, I suppose, to have some sort of persistence to list of animations to be exported. This is, however, a very niche request that I'm not really convinced is all that necessary, and certainly not one I would use personally. The plugin already automatically selects actions for export that have f-curves for bones corresponding to the armature you're trying to export animations from. The PSA exporter also allows you choose (with an actual interface) which animations to export in a PSA.

image

If you can come up with a practical, real-world use-case for any of the features you like in ActorX, I encourage you to open a new ticket and explain how you'd like it to work in this plugin. In the meantime though, I'm going to close this ticket as it's too open-ended, and simply recreating ActorX is not something I'm interested in doing.