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Roberto De Ioris
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Update SnippetsForStaticAndSkeletalMeshes.md
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tutorials/SnippetsForStaticAndSkeletalMeshes.md

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@@ -923,6 +923,22 @@ You can download the example svg from here: https://raw.githubusercontent.com/20
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## Animations: Parsing ThreeJS json models (version 3)
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This is a pretty big script that will import a ThreeJS json model file into Unreal Engine 4.
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You are encouraged to implement it as a Factory like described here: https://github.com/20tab/UnrealEnginePython/blob/master/tutorials/WritingAColladaFactoryWithPython.md
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You can download the script from here: https://raw.githubusercontent.com/20tab/UnrealEnginePython/master/tutorials/SnippetsForStaticAndSkeletalMeshes_Assets/threejs_importer.py
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The example model is the classic knight.js (format 3): https://raw.githubusercontent.com/20tab/UnrealEnginePython/master/tutorials/SnippetsForStaticAndSkeletalMeshes_Assets/knight.js
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Once you run the script, you will end with a SkeletalMesh with an animation and 3 Morph Targets:
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![Knight](https://github.com/20tab/UnrealEnginePython/blob/master/tutorials/SnippetsForStaticAndSkeletalMeshes_Assets/knight.PNG)
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![Knight Morph](https://github.com/20tab/UnrealEnginePython/blob/master/tutorials/SnippetsForStaticAndSkeletalMeshes_Assets/knight_morph.PNG)
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The only relevant part in the code is the (a bit convoluted) way we move from OpenGL based conventions (y on top, x right, z forward right handed, counterwise backface culling) to the UE4 ones (z on top, x forward left handed, y right, clockwise backface culling)
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## Animations: Getting curves from BVH files
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BVH files are interesting for lot of reasons. First of all, BVH is basically the standard de-facto for motion capture devices. It is a textual human-readable format. And, maybe more important for this page, will heavily push your linear-algebra skills...

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