MyBatchExport script updated again

MyBatchExport.py (v1.3) fixes export of one frame poses: in older versions the FBX files were created but UDK could not import them. The importer threw no error messages or anything, just didn’t create or update anim sequences.

So now aim poses or any kind of other postures can be transferred, making it easier to create a 3D webcomics in Unreal.
Like my favourite, Concerned.

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MyBatchExport script update

I’ve updated the UDK compatible export script for Motionbuilder.

MyBatchExport.py (v1.2)

It is now capable of exporting non-characterized objects (like weapons), has fixes for save path woes and now plots translations for all bones.

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Busy, busy, busy

No fancy stuff this week, only a lousy status report. ;)

GViz is progressing well. Our universal effect container is done: It’s a component which combines particle systems, sounds, decals and scale/orientation variations for them. This component is used all over GViz, everywhere where an effect might be needed: when a character spawns, a rocket explodes or a weapon is fired.

Speaking of weapons, the generalized weapon class (along with the projectile class) is almost done, we are currently ironing out the last bugs.

With our weapon system a wide range of guns can be implemented right inside UnrealEd. At the moment we have a templates for pistols, shotguns, sub-machine guns, rocket and grenade launchers, mine layers and the Devastator.
(The only piece of classic weaponry we can’t create at this point is the Gatling gun with the barrels spinning up before firing.)

Well that’s it until next week.

Damn, it’s 32 degrees in here (89 F), I have trouble focusing because my brain is surfing on the heatwaves.

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GViz features: Distance field based decals

(This series of articles is about the capabilities of GViz, a machinima toolkit for UDK.)

I’ve made a distance field based decal shader, similar to what is described in Valve’s excellent paper.

The following images show an extreme example, a 64×64 grayscale texture rendered up close using different settings:

Apparently, simple, sans-serif fonts work much better than more detailed ones. The distance between characters and from the edge of the image also has an impact of the result, especially when using outlines and shadow.

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