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Getting Started
matyalatte edited this page Aug 20, 2022
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- Update Blender if you are using Blender 2.7x.
- Download
blender_uasset_addon_*.zip
from the releases page. - Launch Blender.
- Open the
Preferences
window (Edit > Preferences). - Select the
Add-ons
tab. - Click
Install...
. - Select the zip file you downloaded and click
Install Add-on
. - Enable the installed addon.
- Open
Uasset
panel - Click
Toggle Console
if you want to see the progress - Click
Import Uasset
. - Select the version of assets from
UE version
. - Check
Load Texture
if you want to import texture files.
* Texture import will take a long time.
* Mesh asset files have no texture data. It needs material files and texture files to import textures. - If you will export armatures as fbx, select
Centimeters
fromScale > Unit Scale
- Select a
.uasset
file.
The addon supports inject function.
You can mod mesh and skeleton with the following steps.
- Triangulate your mesh if it has non-triangle faces.
- Select objects you want to inject.
(You don't need to join meshes. It will take all selected meshes as an asset.) - Open
Uasset
panel - Select .uasset file you want to mod from
Select Source File
- Select the version of assets from
UE version
. - Click
Inject to Uasset
- Uncheck
Only Mesh
if you want to mod skeleton - Uncheck
Duplicate Folder Structure
if you don't want to make folders - Select an output path
But please note that there are some limitations.
- You can't use more materials than ones the original assets have.
- Even if you move bones, the animations may move them to the original positions.
- If you remove bones, the animations may corrupt.
- You can't inject materials and textures with this function.
If you want to make more complicated mods, you should use UE to cook assets.
You can export selected armatures and meshes as fbx.
It will use the standard export function.
But many export options are fixed to prevent user errors.
Fixed options are as follows.
You can see the description of options here
use_selection=True,
use_active_collection=False,
apply_unit_scale=True,
apply_scale_options='FBX_SCALE_NONE',
object_types=set(['ARMATURE','MESH']),
use_mesh_modifiers=True,
add_leaf_bones=False,
primary_bone_axis='Y',
secondary_bone_axis='X',
armature_nodetype='NULL',
axis_forward='-Z',
axis_up='Y'