This is actually pretty slick, I’m meant to be going out today but I think I might have to stay in and play with this
I’ve tried installing to 2.79 through install from file and placing directly into scripts/addons and when I install from file Blender says “Modules Installed () from bla bla bla”, But I don’t see anything on my addons list after refreshing and I don’t see anything new on the toolbar for an object in object mode. Can someone help with what I’m doing wrong here, please?
Wow I did not expect anyone to still be checking this out. Sorry I haven’t gotten back to some people it seems. Abeysaurus I don’t know of any version for Blender I’d like to get one working. The issue that’s come up is Blender doesn’t support a vertex color alpha channel. Which you would need in a pivot painter like tool. I’ve discovered several people who have figured out hacky ways of going about it though. You can just adjust the fbx export script to take the grey scale value of a second vertex color layer as an alpha value for the first. So I’d like to make two separate tools one for working with vertex colors specifically for real-time users paired with a modified exporter and a tool like pivot painter.
Yeah the Vertex painter tool in blender does have it’s limitations. I mean if it was identical to the Weight Paint tool in functionality even, it would be enough. Anyways, looking forward to seeing more tools from you! keep it up!
Spent the afternoon playing around with your add on. Thanks for making it!
full vid: Vector Animation Material Test || UE4 || Blender - YouTube
I’m glad you are enjoying it! Thanks for posting this. It’s cool to see what people do with it. Although you should throw it in a particle system! After all that’s where it’s power was meant to shine. You could make a field of instanced flowers all with offset start times. It seems you might be having some lighting artifacts in the petals. You might also need to adjust the bounding box of the imported mesh. When you have a mesh that grows especially for instance in my mushroom example you need to adjust the bounding box to account for it’s potential size.
For those looking for a Pivot Painter for Blender, I just found this… I haven’t given it a go just yet though
I am trying to figure this out. I created simple movement through editing the vertices. I get stuck once I create the export mesh, and not sure where to find the morphs and normal texture it created. I am fairly new to blender so can someone explain it to me?
Open uv image editor and they should be in some of the slots. I haven’t gotten to play with it because for some reason I had trouble installing it until now I grabbed the two scripts and put them in a bunch of places and now it works. I also had another plugin called unreal tools I deleted too, which I never had a use for and seemed to be for exporting back when Blender didn’t have such rich functionalityneith UE4 as it does now.
Not sure what the issue is but I can finally see what this awesome tool is like.
If that doesn’t help you out with finding the images let me know and I’ll try it out myself. I just have a lot of character and weapon work to do before I need particle effects.
I’m so happy I can use this now.
Are you still working on updates for this, btw?
And one final thing, what is this pivot painter people are talking about? What’s the benefit of manipulating or doing something with the pivot?
Pivot painter let’s you do complex hierarchical vertex animation using multiple pivot points for a single object. The pivot locations are stored in a custom Uv coord using vertex color to define its location. It’s usually used for foliage.
Friends. I am not a very advanced user and I have some problems with understanding the processes outlined in post 1. I read that many managed to perform all the actions for the skeleton mesh. If someone recorded a video describing what to do in order to turn the skeletal animation into a single mesh, up to import into UE4, I would be very grateful.
Sorry for bad English.
Well two days ago I downloaded unreal vertex blender add-on plug-in,but some errors occurred.Any ideas how to fix it?
I would love to try this script. However I am new to Blender. Installed it for this. I managed to get the mesh exported but I don’t see “morphs” and “normals” any where. Any one know of a good follow along video of getting a mesh out into Unreal?
@aDropInTheOcean Are you referring to the images? If so you need to open your UV/Image editor and they should be visible there in the drop-down. You have to then save them to your hard drive somewhere so you can import them to Unreal.
@Zail You can use a skeletal mesh to drive this animation, but after you run the script it will output a static mesh that you will use in Unreal. This is for the static mesh animation material functions in Unreal. If that makes sense. So in Blender you can make a mesh and use bones to animate it “or any method to get verts moving,” but then run the script and then export the “static” mesh that is gives you and import that into unreal.
@Gamerz31w I’m not sure I can help you. Judging by that error message it looks like your’e not using my release. This is the link you want GitHub - JoshRBogart/unreal_tools: Blender 3D scripts for storing vertex data for use in a vertex shad
Hi, i’m having a problem here. When i pressed “Process Animated Meshes” it only bake 1 frame from the shape key. Is there anything that i missed?
Thanks, and great add-on you have here!
@fajrulfnf I’m not sure what you mean. There are certainly 12 frames of different data in both images. Do you mean you’re only getting the influence of one shape key per frame? If so I’m not sure what would cause this to happen. Although, I would suggest using the mesh morpher script anyway for this type of shape key setup.
[USER=“644194”]Josh Bogart[/USER] Oh my bad i didn’t realize that the baked images are one horizontal line. Turn out it already baked from the beginning i just mistakenly put the wrong node on material setting in Unreal. Now it works perfectly. Thanks for your answer!
@fajrulfnf No problem. Glad to see you had no issues. Yeah the export mesh has a UV channel with the coords laid out in a straight line horizontally. So the image’s horizontal resolution matches the number of vertices and the vertical resolution matches the number of frames. Since you’re using just two shape keys for a lerp animation I would use the mesh morpher script.