About this mod
Allows to edit the position of mesh vertices in Blender 2.8
- Requirements
- Permissions and credits
- Mirrors
(still very much a work in progress)
This is a very primitive modding tool for Blender 2.8 which can load a mesh from a Uexp file,
allowing you to modify the positions of vertices and exporting those modified
coordinates back into the Uexp file.
This is NOT for custom meshes/model swap.
Literally all it does is change the positions of vertices.
It does not write face data, normals, UVs, or anything else other than vertex positions.
Requirements
UEViewer - To extract the Uexp file from Pak.
Blender 2.8 - The 3D software used to do the mesh edits.
Installation
Once you have Blender 2.8 installed and opened:
1 - Click Edit > User Preferences
2 - in the Add-ons tab, click Install...
3 - Select the UexpEditor.zip or .py file
4 - Enable the Add-on by checking the checkbox
5 - The tool will then appear in the Scene Properties tab
Usage
1 - Input an absolute path to a static/skeletal mesh uexp file
2 - Click on Search Vertex Offset (Note: Blender will become unresponsive for a bit)
3 - Once it has found the LODs you can import them. (Note: if the model only has 1 lod it'll still display a second one, just ignore it)
4 - Edit the mesh.
5 - Click export. (Note: It will write the new vertex position of the desired LOD from the properly named object)
Please do credit this tool if you use it.
Rules of Thumb
- You can only change vertex positions. Again, that is all you can do.
- You cannot ever add or remove vertices at all, this could change the vertex order.
- You cannot change how vertices are connected by faces
- Be careful when moving vertices, sometimes there is two in the same spot
and the mesh will get sperarated if you don't move them together. (Use Proportional Editing to avoid that)
- You cannot separate vertices from the object and join them back, this could change vertex order.
- Careful when moving parts of skeletal meshes. e.g.: if you move Cal's eyes off their pivot point, they won't rotate properly anymore and pop out of his skull. Same if you try to make his body taller, hands bigger, etc.
- If you somehow alter the vertex order through bad manipulation it'll break the mesh. (Face data won't use the proper vertices)
- Again, if you add/remove vertices, you will literally break the uexp file.
- If you wish to work on textures, I suggest you first create a pak of your edited uexp and then go through UEViewer so you can import with UVs
Don't hesitate to ask me for help or report issues.
Enjoy moving vertices!
Here's a quick video of the workflow from A to Z:
(this was recorded before I was able to load face data)