HOW TO: Using Blender to Convert models to .ase for import into Unreal Engine.
Step 1: Download and install the io ase export script into Blender.
Goto: DarklightGames site https://github.com/DarklightGames/io_export_ase and Download the script (unzip the file).
Step 2: Open Blender and Navigate to File Menu > User Preferences (Ctrl Alt U) > Addons tab > Install From File. Find the file you’ve downloaded, click on the it,
e.g. io_export_ase.py and hit Install From File…
Don’t forget to tick the box (step 2 in the above graphic) then hit Save User Settings (step 3 in the above graphic) and close.
The script in now available under File > Export > Ascii Scene Exporter (.ase)
Now your ready to tailoring your file adding and configuring a extra Light Map UV slot and or a Collision Hull.
To select a file you wish to convert. File > Import > [select the type of file e.g.] Wavefront .Obj > Navigate to the file > Import OBJ.
Right click on the model to select it and create a material by hitting the New material button, see below.
Repeat for the Texture tab, just right of the Material tab > i.e. hit New texture button.
Change Type: from Clouds to Image or Movie. (See below).
Under Image hit the New texture button and select OK on the default texture settings.
Adding a second UV Slot
(not necessary for export)
1. Hit Tab to change to Edit Mode.
2. Change to the Object data Tab (the triangle icon)
3. Under UV Maps hit the + icon to add a second UV slot (for Light Mapping).
For this slot ensure that the UV islands don’t overlap as required for light mapping.
4. Left click on the corner and drag to open up a second editor pane.
5. Select UV/ Image Editor from the list of Editors.
UV Unwrapping takes a bit of finesse and time to get used to. Its a lot like cutting out fabric for sowing into a 3d shape but in reverse.
Adding a Collision Hull
(not necessary for export)
Tab to Object Mode then Shift A > Mesh > select the mesh that most fits your model.
Tab into Edit Mode and manipulate your new model to fit around your base model.
Under the Object tab change the header to have a UCX prefix, see graphic below.
In Object Mode select both base model and collision hull for export by holding down Shift and Right clicking both models. Now select File Menu > Export > Ascii Scene Exporter (.ase) > Give your model a name, change the scale if need be.
Your model is now ready to import into the Unreal Engine. If you have problems ensure you have a material and texture set up. If you have a collision model ensure both models were selected for export.
If your not familiar with Blenders modeling tools fear not, UE3 has a facility to create collision hull automatically. Just open the Static Mesh Editor and select from the Collision menu. The greater the DOP the more complex the model. Select the one that fits best.
1 default Blender unit is 1 Unreal Unit. So to make a box of 256 dimensions in Unreal you can start by setting up a box of 16 blender units, this will translate using the default 16x scaling of Mike Campagnini script, to export a box 256 Unreal Units (16 x 16). This is a convenient scale for working in Blender using the default grid.