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ASE Export Script

This is a fork from the original project by MCampagnini. The script has been upgraded to support Blender 2.78a and Blender 2.80 (check the Releases).

This addon has been superceded by io_scene_ase.

Videos

Installation

  • Download and extract the ASE Export Script.
  • In Blender, File / User Preferences.
  • Go to the Add-On Tab.
  • Install Add-On, select the extracted python script.
  • Click Save as Default to enable the script every time Blender loads (optional).

You will find a new export option in File / Export called Ascii Scene Export (.ase). If you do not see the script in the export menu after following the installation instructions, open the Add-On tab and find the script under Import-Export: ASCII Scene Exporter. Be sure that it is enabled by checking the box next to the add-on name. Contact me on my website if you still have problems exporting.

Mesh Requirements

  • All non-collision geometries must be UV unwrapped.
  • All non-collision meshes must have a material applied.

Optional

  • Mesh may have more than one material
  • Mesh may have more than one UV texture and/or a lightmap texture.
  • Mesh may be assigned as a collision object.
  • Mesh may have more than one collision object to determine collision borders.
  • Mesh may be assigned smoothing groups.

Collision Objects

Assign a mesh as a collision object by prefixing each object name with UCX_NAME, where NAME can be anything you would like (case-insensitive).

Smoothing Groups

Assign smoothing groups by edge selecting the border of the faces you want assigned to a smoothing group, press ctrl+e and mark sharp. Any face group separated with sharp edges will be assigned a smoothing group.

Vertex Painting

Apply vertex painting in Blender as normal, be sure that you have at least two uv texture slots. This is not a technical limitation, but due to time constraints I left the vertex painting code inside of a conditional that requires two uv textures. In order to view your vertex painting in UDK you will have to import and set up your materials correctly within UDK.