Blender PSK,PSA Export/Import

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hipnox

FNG / Fresh Meat
Dec 9, 2010
326
137
0
I'm having a ton of trouble importing and exporting killing floor meshes in and out of blender.

all models i try to export get completely obliterated once imported into UnrealEd, if i even manage to get them exported at all.


Even if i import a model and immediately export it without even touching it, it fails.

Any ideas or work arounds?
 

FluX

FNG / Fresh Meat
Oct 26, 2010
5,385
231
0
www.fluxiservice.com
What do you mean by obliterated? You meaning that the model starts losing parts of itself? I think you may have to show a picture of it to give us more of an idea what you're dealing with.
 

hipnox

FNG / Fresh Meat
Dec 9, 2010
326
137
0
By obliterated i mean:

I imported the original fleshpound into blender with another *psk importer.

Weight groups where there and the skeleton looked good. I applied the skeleton to my fleshpound model, weighted it, and exported it back to *psk.


In Unreal Ed, i imported the new fleshpound over the existing one and linked the FP animation to it. It resulted in a deformed, unrecognizable mass and the entire thing was a couple of feet above the ground, despite being in the same place and having the same origin as the default FP mesh.


I later tried importing and exporting the bullpup, with similar results. Without any modifications, just importing and exporting, the animations broke again. The bullpup was pointing at the wrong direction and the arms where in the wrong place.

In fact, if i import the PSA into blender, the thing breaks, just like in Unreal Ed, which makes me suspect the PSK importer is the one responsible.

I'll get pics if i can.
 

hipnox

FNG / Fresh Meat
Dec 9, 2010
326
137
0
Bullpup skeleton mesh. (Imported into blender)
Spoiler!


Bullpup skeleton + animation. (Imported into blender)
Spoiler!

Spoiler!




Fleshpound PSK

Spoiler!


Fleshpound PSK + PSA

Spoiler!
 
Last edited:

Hemi

FNG / Fresh Meat
Jul 30, 2010
1,572
573
0
Looks like your losing smoothing groups and the skinning weight tables.

At this point I would suggest 3DS max m8. It will make your life so much easier. :)

(and no, I do not expect you to buy it ;-) )
 

hipnox

FNG / Fresh Meat
Dec 9, 2010
326
137
0
Looks like your losing smoothing groups and the skinning weight tables.

At this point I would suggest 3DS max m8. It will make your life so much easier. :)

(and no, I do not expect you to buy it ;-) )

I'm not sure it's just the weights. The bones themselves are all over the place. If anything, the weight groups appear to follow the bones quite well.


As for 3DS, i'm using Blender specifically to stay away from "not buying" software. It's an amazing tool and can do pretty much everything 3Ds does. It's just that the plugins aren't working well.

Migh need to look for a external converter or something instead of a plug in
 

braindead

FNG / Fresh Meat
Aug 22, 2009
918
346
0
Merry Ol' England
If I remember correctly, Blender doesn't like PSA animations at all. The plug in doesn't actually work for Unreal PSA files.

I think I found a work around, by using an SMT (source) converter to convert the psa file into an SMT file,

Import that into Blender and you should be ok.

Blender does however export PSA files correctly.

I may be thinking about Milkshape though, so it is worth playing around with the different formats there are available until you find the best process.
 

hipnox

FNG / Fresh Meat
Dec 9, 2010
326
137
0
is there a way to get assets to the FK SDK through the Unreal UDK?
Something like:

Make model in Blender (.blend) > Export model (.fbx) > Import Model into UDK (.fbx) > Export from UDK to KF SDK ??
 

hipnox

FNG / Fresh Meat
Dec 9, 2010
326
137
0
I think i finally found the culprit. The problem is, i have no idea how to fix it:

KF PSA's coordinate system uses the X axis as the bone direction, whereas blender uses the Y axis.

axiserror.jpg
 

The_Sorrow

FNG / Fresh Meat
Jun 2, 2009
806
138
0
26
Australia
ah ****, I used to know a fix for this, I'll let you know if I can find a way to fix it, there should be something, a button to re-orient the joints

okay edit:
hit Me up on Steam bro, I think I know how it can be worked around.
 
Last edited:

Gentlemen Prefer Zombies

FNG / Fresh Meat
Feb 12, 2013
18
0
0
The_Sorrow - Do you know how to solve this issue within Blender? That's the same thing I have over here, something about the bones' roll is wrong.