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Unreal Skeletal Construction Panel
This plugin defines the 3 variable portions of the Construction panel for UnrealTournament Skeletal export targets.
By nature there are 4 different filetypes that define an Unreal Skeletal file
- Skin files
- Model files
- with a .PSK extension
- Animation files
- with a .PSA extension
- Script files
This plugin is used to create the model and animation files for a given model. To finish things off, you'll need to learn yourself Unreal's ucc utility so you can create the .u file that Unreal uses in-game.
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Base Directory Info
This is where you tell the plugin where to put the files you are rendering out. The basedir is used to assume a certain subdirectory from there on out. The given directory needs to have at least 2 directories underneath it:
- \Models
- where the .PSA and .PSK files will go
- \Classes
- where the script file will (ultimately) go
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Output Options - the 3 different output files are separated by tabs
Mesh specific data:
- Mesh name
- Filename to export to (no extension)
- Save w/ all
- Whether to save any mesh data.
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Animation specific data:
- Animation name
- Filename to export the selected frameloops to (no extension)
- Save w/ all
- Whether to save any animation data.
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Script file setup:
this does nothing right now ...
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Loop Editing
Each Unreal Animation loop has some independant parameters. These only really effect the animation files.
- Sequence Name
- What this frameloop will be saved out as. This defaults to the frameloop's name.
- Group Name
- What group this frameloop will belong to.
- Rate
- fps for this loop. This will default to the current Layout FPS value.
- Start Bone
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- Key Reduction
- On compilation. ucc will use this to determine how much to try and compress the animations.
- Separate Root Track
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