Sunday, October 23, 2011

Modfiy Premade Blender Skeletal Mesh & Export to UDK.

Today, I'll modify a ready made skeletal mesh , rigged with Riggify for export to udk.

Basic Model & Rig were made by Lee Salvemini (Sintel & Elephants Dream) in a very detailed rigging tutorial hosted here. I'll be using Blender 2.60 with Darknet's Psk/Psa exporter version 2.3.

I strongly recommend you all to step by step work with Lee's tutorial, to grasp the rigging concepts of Blender. It helped me a lot. For impatient, please download the file.

http://cgmasters.net/blenderguru/complete_rig_finish.blend


Mesh & Armature used in tutorial are not my property and are not usable in commercial application or usage. I am using them just for educational purpose. If you like to use them in your project, please contact the original owners.


Ok, Lets get started.
Start Blender & Load "comlete_rig_finish.blend".
complete_rig_finish.blend
















Go to Object Data Tab -> Display Options and uncheck Shape and check X-ray options.
Shapes Off - Name & X-ray On
















Our skeleton is not fully visible. lets rectify it before moving on further.
In Object Data -> Skeleton Options check the last layer in "Layers:" category. this will result in showing up all the bones in armature, which were intentionally left hidden for animation purpose by the original author.
Full Skeleton Visible
















First scale the mesh & armature to the size, in which we want it in UDK.
Go to front view by pressing "1" on numeric pad.
Press "Shift + C" to align the 3d Cursor to the center (0,0,0) on (X, Y, Z ) plain.
Mesh & Armature Centered
















Select mesh & "Shift" select armature then Press "S + 48" on numeric keypad and "Enter".
To check the height/Size of your mesh & armature. you can activate "measure panel" add-on from Addons menu (In user preferences).
Measure Panel selected in User Preferences-> Addons
















After enabling the add-on, a panel will be visible in Properties Panel (Press "N" key to Toggle).
Measure Panel
















Deselect everything by pressing "A" then "SHIFT+A" and add a cube. Grab Translate widget "Z" arrow and move it towards the top of the mesh. Measure info panel will display the "X,Y,Z" and "Dist" from the origin (3DCursor). your mesh should be around 86 (Edit : scale around 96 BU , cause UDK SM are 96 units tall) Blender Units.
Distance of 86 BU
















Delete the cube and uncheck "Draw Distance" in Measure Panel.
Select the Armature then "Tab" to go in edit mode. Press "A" to deselect the mesh.
Press "Shift + A" to add up a new bone at 3dCursor. currently, the bone is very small, scale it to your liking (dont forget to fully select it). Name it "Root" . Switch to Side view (3 on Numpad).
Press "R+x+-90" to rotate the Root bone at its axis. move and adjst the bone , so that it is exactly in level with the feet, while in side view.
Root Bone adjusted and moved
















Now, to export this skeletal-mesh to udk, we need to parent all UN-pareneted bones to our freshly added Root bone (which is handy in moving all of the mesh & armature at a time). following bones should be parented.
hips_main
foot_IK_shape.L
foot_IK_shape.R
Blue Bones need to be Parented
















Select the above mentioned bones one by one and in edit mode and from "Bone" tab in property panel, select "Relations -> Parent" and type "Root".
Parented Bones
















Get out of Edit Mode. Select the Armature in Object Mode. Press "Ctrl+A" and select "Location" from menu , again Press "Ctrl+A" and select "Rotation & Scale".
Deselect Armature and Select the Mesh in Object Mode. Press "Ctrl+A" and select "Location" from menu. Repeat and select "Rotation & Scale".
We are Ready to export our Skeletal-Mesh for UDK.
From File Menu, Select Export -> Skeleton Mesh / Export Data (psk/psa) and save the export file, where ever you deem appropriate.
Export Menu
Saving Options
Succesful Export































If you have followed the exact steps, you'll have 01 file "complete_rig_finsih.psk" on your drive.
You are ready to import it in UDK.
Fire up UDK , Open Content Browser and Press Import Button. Select your exported "complete_rig_finish.psk"file and double click and import.
Import Dialog Box
Skeletal Mesh Imported
















Your Skeletal-Mesh is imported in UDK. It's back is towards us, lets correct it.
Double click at Skeletal-Mesh , which will be opened in AnimSet Viewer. Go down in Properties Panel, Select "Rot Origin" -> "Yaw" and change "0" to "180". Now your skeletal mesh is facing you.
Rotated Skeletal-Mesh
















That's it with modifying , exporting & importing pre-made blender mesh & armature to udk.
I haven't added any animation. However, I'll put up a link to an animation walk cycle, after completing it. you'll be able to use it with file made in this tutorial. 
A simple walk cycle made with this SM is here.

Sunday, July 3, 2011

Blender Low Poly Window Texturing & Unwrap

OK, in our previous tutorial, we made a low poly mesh of window. in this tutorial, we will texture & export it for usage in UDK.

So, fire up your blender and load the saved file.

1.    First select the Window Top Inset Panel ( I call it glass).
2.    In Material panel, select a new material by pressing New button & name it Glass.
3.    Give it any color by choosing it from diffuse panel.
4.    Press Ctrl+I to inverse your selection (Make sure, your mouse cursor is in 3dWindow.
5.    Now, Create one more material and name it wall. and choose a color to your liking.
6.    Press Assign button to assign the selected material to the walls of the window.
7.    now, your mesh has 2 different materials, which will come handy in UDK later on.

All Materials Added




















8.    Lets unwrap our mesh, so that we can put some textures on it.
9.    Arrange your window changing your time line window to UV Image Editor.

Windows Arranged for UV Wrapping

















10.    Press A to select all the vertices/faces and press U to show Unwrap menu.
11.    Immediately, your whole mesh is unwrapped below in UV image editor window.
12.    Its very ugly, lets change it a bit. Deselect All, and Just select the Glass Face & Unwrap it. Better.
13.    Press S to scale it a little bit , so that we have a room for other parts of the window too.
14.    Now Press Ctrl+I to inverse the selection and Unwrap. Your remaining parts unwrap. Scale them down, and move around a bit & select all the faces.
15.    You can easily align the vertices of your walls by select them press W > Align X or Align Y.It helps in texturing.

Full Unwrap

















15.    Lets Start Texturing our Window.
16.    In UV Image Editor, Select menu UV's > Export UV layout.
17.    Choose 1024 x 1024 as size and export as png. Name the file what every you want it to be.
18.    Start your favorite image editing program and load the UV layout file in it. I'll be using Gimp.
19.    Open 2 textures , 1 for bricks, other one for a window as Layers in Gimp.

UV Layout editing in Gimp

















20.    Put up the textures as shown above and save the UV layout file. Don't forget to remove the layout from the final image.
21. Now Delete Glass material and select wall material in properties panel.
22. Go to Textures > Add New Texture . Select Type as Image or Video.
23. Load up your UV layout file. Select mapping and for coordinates choose UV.
24. Press F12 to view your window in Render mode.
25. Your window is ready to export.

Final Result













I hope you like this tutorial. Please let me know if there are problems, or if there is a mistake.

Blender Low Poly Window

In this tutorial, I'll create a simple mesh, using blender 2.8 for UDK. i am planing to use this window mesh in ProcBuild option of UDK.

I've tried my best to give the instructions step by step, but mistakes happen.
OK,  let's go to tutorial

1. Start Blender (I have 2.58 Installed)
2. Delete the default cube
3. Select Front View by Pressing 1 on Keyboard. Then Orthographic view by pressing 5.
Orthographic View

4.  Add a Plane (Press = Shift + A > Select Plane.
5.  Align the Plane to View (Tools Panel > Align to View Check box).
6.  Scale Plane on X Axis by 4 Blender Units ( Press = S > X > 4 ).
7.  Scale Plane on Z Axis by 8 Blender Units (Press = S > Z > 8).
8.  Press Shift+C on keyboard to align your 3dCurson in the middle of the canvas.
9.  Press G and move your plain by holding the Ctrl key so that it only move by a blender unit. Make sure that your plane is exactly aligned as shown in the pic.

Origin @ 3d Cursor

















10. From Menu select Object > Transform > Origin to 3dCursor. This puts your plain origin (Little Orange Dot) to the center of 3d Cursor.
11. Add an Edge loop to your plain (Edit Mode > Press Ctrl+R) and press left mouse button.
12. Press Ctrl+E to edge slide the new edge loop and move it down to 6 blender units.
13. Add one edge loop on top of the plain near 1 blender unit (X Axis).
14. Add one more edge loop and slide it to the center of plain (X Axis).
15. Add 2 Edge Loops on Z Axis and slide them to 1 blender unit away from the both sides.
16. Precise division can be made by checking the (Edge Length) option in (Mesh display) (Check the picture).

Edge Loops & Length

















17. Select the bottom vertexes and Press E > Esc > S > .8 to extrude and scale the selection.
18. Keep the selection and change your view to side by pressing 3 on numeric keyboard.
19. Press G  to move the selection out towards -Y Axis by 1 blender unit.
Extruded & Scaled Bottom





















20. Similarly, select the top portion and extrude it to Y Axis (Don't Scale it ).
21. You have a very low poly Window.
22. Your window mesh is ready for UDK export.

Extruded Window Top (Without Scaling)

















Please keep in mind, that i just made it for another tutorial , which is related to UDK ProcBuilding, that is why, it is not very good, or built in pieces (Like bottom , which very hideous, but works).
Next is Texturing.

Saturday, January 22, 2011

How to Setup WOTgreal

Hi,
Today, I'll help you out in installing and setup WOTgreal , an editor for unreal scripting. It comes with Intellisense ( a feature made popular by Microsoft Visual Studio), which really helps in faster and better coding.

I am not saying, it is the only editor solution out their, but it is one of the most convenient after Notepad++.

First of all, download WOTgreal from here , along with  WOTgreal development kit.
We need the development kit to enable some of the features, which are not available with installer package.

Install the WOTgreal with defaults. Do not start the program yet. Unzip the development kit and copy all of the files in main WOTgreal installation folder.

Now, start the WOTgreal and wait for it to load the initial start setup.

  1. Setup Wizard :  press next.
  2. Configure Game Type: Do not select anything and press next.
  3. Configure Look & Feel : choose Keyboard settings, Highlighter settings  & Skins. I usually leave it as it is.
  4. Class / Package Tree : keep the check box checked and press next.
  5.  WOTgreal will ask you to associate .uc file with it. Press "Yes".
  6. We are ready to work.

WOTGreal first startup



















On menu bar, select Options , which results in a dialog window by the name of "Preferences".
General Information pre-selected



















In left side list pane, all options are presented in categorize form , with "General Information" selected with result showing off in right side pane.

Select "Game Information" from left side pane.
Select Edit Game Type


















Press button labeled "Edit Game Types" , which results in following window;
Configure Game Types




















Press "Add".
Enter the following data in resulting window.
  • Display Name : UDK
  • Game Exe Name : udk
  • Map File Filter : UDK Map Files (*.udk)|*.udk
  • Map File Extension : .udk
  • Menu Name : UDK
  • Allow Mutator : Checked
  • Use "Extends" instead of "Expands": Checked
  • Game Architecture : UDK Selected
Edit Game Type Window with my Selection





















Close "Edit Game Types", you will be directed to "Preferences" window.
Select "UDK" from Game Types and enter the following information accordingly;
  • Game INI file : UDKEngine.ini (It can be found in UDKGame\Config\ folder)
  • User INI : UDKGame.ini (It can be found in UDKGame\Config folder)
  • UCC.exe File : UDK.exe (Binaries\Win32\ folder )
  • Game Root Dir : It reflects your game folder  in \Development\Src\ folder)
  • Source Root Dir : \Development\Src
  • Log Dir : \UDKGame\Logs
  • Test Map : Name of the map you want to use (usually ExampleMap.udk)
Completed Game Information Window


Note : you must select the exact directories, as show above on your system drive.

Following information is originally taken from forums at epic games.
Originally posted by Blade[UG]


Select "Compile & Debugging" from left side pane in "Preferences" window.

  • leave "Pre-Compile" tab as it is.
  • Select "Run this program /batchfile /command line to compile" in "Compile" tab
  • Click "Default UCC switches" and select "-silent" option.
  • Check "Let WOTgreal parse log file " option from "Post-Compile" tab.
  • Click "Apply"  button to get back to main WOTgreal editor window.
Compile Tab with Default UCC Selection WIndow


Post-Compile Window


















Your are back in your WOTgreal IDE and all of the packages are visible in left pane.


















Happy Coding :)

Thursday, January 20, 2011

Unreal Development Kit

Hello Everyone!

I have downloaded the latest release of UDK (Unreal Development Kit) a couple of week back and instantly got caught by the power it hand overs to a simple user like me.

It is the same Game Editor, which is used to create AAA titles like Mass Effect, Bioshock & Gears of War , and EPIC has given it to simple modders and gamers like me.

You can download a copy from the following link,

http://www.udk.com/download.html

Documentation is available at ,

http://udn.epicgames.com/Three/DevelopmentKitHome.html

I have started this blog to let you know about the progress i have made with this tool and how to make it.

See you soon!