Announcement

Collapse
No announcement yet.

RuntimeMeshImportExport - Import and Export runtime created static meshes using Assimp library

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

    #46
    Hi, I am very interested in this plugin and considering buying it. I have a few very basic questions to ask since I cannot find more informative demo video showcasing the plugin's capabilities.

    1. Does the plugin just require a supported base version of Unreal Engine or there are some other plugins to install before installing and using your plugin? I have nevered used ASSIMP and not sure if I should do anything first to make sure your plugin can work with UE.
    2. I just need to import static meshes without materials and I would like to adjust imported objects' materials in runtime. Therefore, I am wondering if the imported mesh actors would have some definite names so that I can cast to them to adjust materials.

    Thanks!

    Comment


      #47
      Originally posted by fangchampaign View Post
      Hi, I am very interested in this plugin and considering buying it. I have a few very basic questions to ask since I cannot find more informative demo video showcasing the plugin's capabilities.

      1. Does the plugin just require a supported base version of Unreal Engine or there are some other plugins to install before installing and using your plugin? I have nevered used ASSIMP and not sure if I should do anything first to make sure your plugin can work with UE.
      2. I just need to import static meshes without materials and I would like to adjust imported objects' materials in runtime. Therefore, I am wondering if the imported mesh actors would have some definite names so that I can cast to them to adjust materials.

      Thanks!
      1: Assimp library is included in the Plugin. Just install the plugin and you are good to go.

      2. Imported mesh data returns the name for each mesh object and its material
      NodePrefabs | PluginBuilder | NotificationBackbone | WidgetBox | RuntimeMeshImportExport | DebugWidget | SteamWorkshopAccessor

      Comment


        #48
        Originally posted by Rumbleball View Post

        1: Assimp library is included in the Plugin. Just install the plugin and you are good to go.

        2. Imported mesh data returns the name for each mesh object and its material
        Thanks a lot! I am in the industry of architecture and I making some design games using UE. Your plugin means I can build games with readymade dynamic lighting environments and import meshes from CAD programs to do real-time renderings in packaged games. That is just awesome

        Comment


          #49
          @Rumbleball,Hi, I have purchased this plug-in,I have a few questions for you
          1、How does the export change the scale of a static mesh?
          2、I tried to modify through make transform (GetMeshData), but scale didn't work, and rotation worked

          Comment


            #50
            Originally posted by 钱余姚 View Post
            @Rumbleball,Hi, I have purchased this plug-in,I have a few questions for you
            1、How does the export change the scale of a static mesh?
            2、I tried to modify through make transform (GetMeshData), but scale didn't work, and rotation worked
            Are you talking about the transform "correction" that is part of the parameters passed to the export function?
            OR
            Are you trying to modify the mesh data directly (modifying vertex positions) in GetMeshData interface function?

            The export itself does not change anything if not told by the user.
            Last edited by Rumbleball; 03-09-2020, 09:07 AM.
            NodePrefabs | PluginBuilder | NotificationBackbone | WidgetBox | RuntimeMeshImportExport | DebugWidget | SteamWorkshopAccessor

            Comment


              #51
              Originally posted by Rumbleball View Post

              Are you talking about the transform "correction" that is part of the parameters passed to the export function?
              OR
              Are you trying to modify the mesh data directly (modifying vertex positions) in GetMeshData interface function?

              The export itself does not change anything if not told by the user.
              I want to directly modify the mesh data,What should I do in the blueprin(Sorry, I'm a beginner)

              Comment


                #52
                Originally posted by 钱余姚 View Post

                I want to directly modify the mesh data,What should I do in the blueprin(Sorry, I'm a beginner)
                Then you would just multiply the vertex with a scale factor (float) or scale vector .

                Code:
                for each vertex: vertex *= scale
                OR

                you can just set a different transform ("meshToWorld") for the exported mesh data.
                Last edited by Rumbleball; 03-09-2020, 12:34 PM.
                NodePrefabs | PluginBuilder | NotificationBackbone | WidgetBox | RuntimeMeshImportExport | DebugWidget | SteamWorkshopAccessor

                Comment


                  #53
                  Hello all, was wondering if anyone had any luck packing this plugin with Android, specifically Oculus Quest?

                  Comment


                    #54
                    @Rumbleball,Do you know this Plugin(Mesh Boolean Operations)? Can export the Mesh generated by this plugin (runtime)? thanks

                    Comment


                      #55
                      Originally posted by 钱余姚 View Post
                      @Rumbleball,Do you know this Plugin(Mesh Boolean Operations)? Can export the Mesh generated by this plugin (runtime)? thanks
                      As long as you get access to the mesh data (Vertices, Triangles, ...) you can export it.
                      NodePrefabs | PluginBuilder | NotificationBackbone | WidgetBox | RuntimeMeshImportExport | DebugWidget | SteamWorkshopAccessor

                      Comment


                        #56
                        i Rumbleball ! Thanks a lot for your work on this plugin, it's an amazing one and I've had a lot of fun playing with it. Very useful and powerful, congrats on your work.

                        I've been trying it this afternoon and I've had quite a good start with it. I've hit a small bump on the road that I've managed to solve through a simple workaround, but I'd like to bring it to your attention in case you know how to properly solve it. Maybe it's something that has to do with the latest implementation of the plugin (which is 1.8 I believe), or maybe it's something else entirely that I'm missing. Let me quickly explain what I'm talking about:

                        I have this model in Max that I want to export, and I've done so both as an .fbx and as an .obj. Here's a picture of what it looks like, plus the export options:

                        Click image for larger version  Name:	Capture.JPG Views:	0 Size:	31.5 KB ID:	1737386
                        Click image for larger version  Name:	CaptureB.JPG Views:	0 Size:	85.3 KB ID:	1737387
                        Click image for larger version  Name:	CaptureC.JPG Views:	0 Size:	36.2 KB ID:	1737388

                        In spite of what you see in the previous images, the end result I get after importing the building is this one:

                        Click image for larger version  Name:	CaptureD.JPG Views:	0 Size:	16.6 KB ID:	1737389

                        As you can see, the building is pointing in the opposite way as it should. Changing up axis in max from z to y only serves to put the building sideways, so not much I feel can be done there. The only way I've managed to make it work is by changing the z value in the relative transform scale field of the Add Procedural Mesh Component function. Doing so makes the building point in the right direction.

                        Click image for larger version  Name:	CaptureE.JPG Views:	0 Size:	47.9 KB ID:	1737390

                        Click image for larger version  Name:	CaptureF.JPG Views:	0 Size:	16.1 KB ID:	1737391

                        Even though that makes it work as it should, it seems a bit wrong to do it that way. Any ideas as to what could be happening?

                        All the best,

                        Brais
                        Attached Files

                        Comment


                          #57
                          Originally posted by Brais.Brenlla View Post
                          i Rumbleball ! Thanks a lot for your work on this plugin, it's an amazing one and I've had a lot of fun playing with it. Very useful and powerful, congrats on your work.

                          I've been trying it this afternoon and I've had quite a good start with it. I've hit a small bump on the road that I've managed to solve through a simple workaround, but I'd like to bring it to your attention in case you know how to properly solve it. Maybe it's something that has to do with the latest implementation of the plugin (which is 1.8 I believe), or maybe it's something else entirely that I'm missing. Let me quickly explain what I'm talking about:

                          ...

                          That every program is using a different axis system is a known issue that can't be fixed. It just exists and we have to work with it.

                          To make the corrections for these cases, Unreals standard editor mesh importer provides a transform to correct exactly these issues. The plugin does the same on the ImportScene node. Just play with the rotation should solve your issue. You should NOT need to flip a scale axis. Also note that in your pictures the object is twisting the other way round (compared to max) cause of your flip.
                          NodePrefabs | PluginBuilder | NotificationBackbone | WidgetBox | RuntimeMeshImportExport | DebugWidget | SteamWorkshopAccessor

                          Comment


                            #58
                            Originally posted by Rumbleball View Post


                            That every program is using a different axis system is a known issue that can't be fixed. It just exists and we have to work with it.

                            To make the corrections for these cases, Unreals standard editor mesh importer provides a transform to correct exactly these issues. The plugin does the same on the ImportScene node. Just play with the rotation should solve your issue. You should NOT need to flip a scale axis. Also note that in your pictures the object is twisting the other way round (compared to max) cause of your flip.
                            Awesome, thanks a lot for the quick reply. Just tested that and it works as expected. Thanks again!

                            Comment

                            Working...
                            X