Ads keep us online. Without them, we wouldn't exist. We don't have
paywalls or sell mods - we never will. But every month we have large bills
and running ads is our only way to cover them. Please consider unblocking us. Thank you from GameBanana <3
no mesh uasset after cooking did i miss something?
- A Question for Shin Megami Tensei V
This Question was answered and a solution was chosen.
I'm try to figure out how to import models but when i cook the model in unreal the only assets that appears are for materials. I'm following Saitsu video guide and have tried following it multiple times to no success. im not doing any edits to the model, i'm just trying to see if i can get it to a uasset again. here are the steps i've been taking
Open Pak file using Umodel (build 1579)(Saitsu's build 1576) set to Unreal 4.23 Platform: switch Using cleopatra for testing export SK_dev295.uasset as psk and gltf
Noesis linked by Saitsu Open: SK_dev295.psk export as fbx advance options: -fbxnewexport -rotate 90 0 0
Blender 2.79 import SK_dev295out.fbx delete mesh import untitled.fbx select mesh then Armature. parent: object (keep transform) delete old skeleton select mesh. object modifier - set object: Armature export fbx as SK_dev295.fbx unchecked: add Leaf Bones
Unreal 4.23 set project folders Content\Design\Character\Devil\dev295_cleopatra\Mesh Materials Texture import SK_dev295 using same setting as Saitsu video message log: 1. No smoothing group information was found in this FBX scene. Please make sure to enable the 'Export Smoothing Groups' option in the FBX Exporter plug-in before exporting the file. Even for tools that don't support smoothing groups, the FBX Exporter will generate appropriate smoothing data at export-time so that correct vertex normals can be inferred while importing.
SkeletalMesh compute tangents [built in]: Build result data contain 0 or NAN tangent value. Bad tangent value will impact shading.
delete materials set material paths cook content for windows
Is there a step i'm missing or what could i be doing wrong? My other questions are is there a way to edit the mesh in maya? what would the settings have to be for import and exporting? would it be better to delete faces or size down to 0? can adding vertex or edges affect the rig?