I don’t have the time (or energy) to complete this, it is a conversion of Jonathan Lindquist’s VertexAnimationTools Maxscript for Maya.
Because it’s very close to completion and has a few chinks left I figured I would post it in case someone wants to finish it, I’m only releasing this now because I’ve decided I wont be investing more time into it. If I remember correctly the last issue it had was the vertex positions were out of place in UE4.
If you complete it leave the credit lines in and please release for the public, thanks.
I know a couple of people who would like some compression-extension in their animation. I think it would require much more work though. The ART tools are not even 100% complete and bug-free yet (especially with student versions). Vertex animation would require rebuilding half if not all the animation system in Unreal Engine while ensuring compatibility with the previous skeletal-animation system .
You’re probably confusing this with something else. It’s already fully supported and has been for years, there’s a maxscript, this is a translation of sorts for Maya
Hi, thanks for your work on this, I am attempting to get your code running, but it will not launch the UI when I run it in the script editor.
I drag VertexAnimationTools.py into the script editor, add the path to the other files with sys.path.append, and execute the code. It does not error, but I get no UI.
Am I missing something?
Sorry for the late reply, got the email notification while half asleep and marked it as read without noticing! I’ve had the feeling I had forgotten something for a while now.
I think one problem is in the pack_vert_uvs function - using the UV index to lay out the UVs rather than the vertex index. I got better results when I changed the line…
1.Apply bryan_smyth’post
2.Add swap y-up and z-up
3.Add swap R and B In RGB(on EXR file)
4.Change Normal Texture to PNG from EXR
5.Add Vertex Number Check after calling polyTriangulate()
6.Add ProgressBar
As a result,
1.maya’s primitive is OK. (cube,sphere,torus,platonic,SuperShape)
2.Simple Charactor Model is OK.
3.Complex Charactor Model is NG.
I think NG reason is maybe high number of vertices (and lack of normal precision). but I don’t know how to fix.
If anyone knows how to fix it, please fix it.
I’m Japanese, sorry if you have a strange English.
9.Move polyTriangulate() to the after of polySoftEdge().
10.Implemented new function [Base Frame] for character T-Pose.(Support multiple animation with one mesh)
11.Clean up script.
The current state is
In my team, Most mesh are working correctly with the following notes.
A.Don’t use hard edges. Make with soft edges only.
B.Don’t use the following.
non-manifold polygonal geometry
Lamina Face
If neither A nor B works, try [Base Frame] (even if model is not character)
At that time, assign middle or end as base frame
Another way to use [Base Frame] is to use it for a model whose initial scale is 0.
Because if the initial scale is 0, an error will occur during execution.