Converts mesh and skeletal animation data from FBX files into Unreal vertex-animated meshes. Still a WORK IN PROGRESS.
Download Links
UnrealFBX 0.1: Download
Examples: Download
Bright (For Textures): Download
Documentation
UnrealFBX Wiki (WIP)
Features (Points of Pride)
- Simple conversion with drag-and-drop or command line.
- Animate models with skeletons! Industry standard content creation and formats galore!
- Easily converts non-animated prop meshes, if that's all you need.
- Vertex animated format works on all versions of Unreal/UT99.
- No more need to keep models within some 256-bounds cube ala 3ds2unr. Or worry excessively about maximizing scale to avoid Unreal's vertex rounding behavior. UnrealFBX handles this for you.
- Special triangle modes (for rendering, among other things) can be hinted at for the converter by embedding certain substrings into triangles' material names. The presence of these substrings will give the desired result once in engine. The substrings are as follows:
- "ONE_SIDED"
- "TWO_SIDED"
- "TRANSLUCENT"
- "MASKED"
- "MODULATED"
- "WEAPON_TRIANGLE"
- .uc file boilerplate code and '#exec' directives automatically provided, with helpful comments for why certain automatically-generated values are what they are.
Known Bugs
- Does not handle multiple meshes in the FBX file's scene properly. For now, artists are suggested to use single meshes per .fbx, combining multiple meshes in their tool(s) of choice before exporting.
- "Still" animation sequence may not represent the actual scale and orientation of the mesh once it's in motion. Given this is an issue for your mesh, suggest using a real animation sequence to preview in the level.
- Some sequences don't appear to properly animate all their mesh's vertices (e.g. animations in "Zombie_Anim.fbx" example file). The reason for this is currently unknown.
- Anim sequence timing in relation to Unreal's animation system are an unknown.
- Any FBX mesh orientation data is not being used, so meshes are likely to come in strangely rotated without modifying the '#exec' directives in the .uc file.
- Exceeding Unreal's implicit limits aren't being checked, so issues will arise when these are violated.
Unreal Limitations - Things You Should Know
All of these are unavoidable:
- Unreal vertices will always 'snap' around a little during animation. UnrealFBX strives to greatly mitigate this, keeping this side-effect as subtle as possible.
- Unreal UVs are rounded to 256 possible positions (0-255), so they may be incorrect-looking within the engine. Artists are advised to snap to a 255x255 (I need to verify this) grid when creating their UV maps before texturing. This should ensure Unreal's rounding doesn't noticeably affect your UV maps after conversion.
- Unreal's data formats have implicit consequences which limit the data you can convert. While the converter doesn't address or warn about these (yet), they are there. Examples include triangle/vertex/frame counts, among other things.
ToDos and Wishlist
- Comprehensive (optional) command line fields. Possible options:
- Variable verbosity in console output.
- Model scale multiplier
- Frame sampling rate
- LOD parameters?
- Mesh rotation?
- Texture/Model import base paths for the .uc
- etc.
Demo Media
https://www.youtube.com/watch?v=nty7zYSJb8U