Welcome - last update: 23. Feb. 2003
The ASE Plugin for C4D was created for exporting active polygonobjects and its childs only for
Unreal and its Static Mesh import. It is only designed for the use of Unreal Tournament 2003.
Maybe other 3D Applications may read these files too, but the filter was not created
for doing that!
You can export a mesh to a static mesh together with a collision mesh if the name of the polygon-subobject
starts with 'MCDCX_' (without the ' ') - this is usefull for creating karmacollissionmeshes.
Instructions
You can (and have to) define smoothing and materialgroups to create multitextured
meshes in Unreal.
This is done by polygonselectiontags. The names of the selections define the
properties of the groups. Following Names are allowed (without the ' '):
CASE SENSITIVE
- 'T:' for material and smoothing group.
- 'M:' for material groups
- 'S:' for smoothing groups.
Don't use " (quotes) letters!!!!!!!
Examples
Examples for proper names:
T: Wood
M:Metall
M:nothing
S:terrain
Examples for bad names:
t:Wood
M Metall
'M:' why doesn't this work?
S:häßliche sonderzeichen
M:mein "alles" gruppe (may corrupt the whole file!!!!)
etc.
Further questions and requests
If you encounter problems take a look at the c4d console first. Make sure that you selected a valid object.
If there's an error in the code you can try to fix it yourself, looking up the line and the error
type (it isn't so hard for people who are used to programming I think - the
file has less than 350 lines and most of it are string-operations which are easy to understand).
If you are unable to fix it yourself, if you need help or anything - you may write an
email to
ase@cube3d.de
You may write in English or German.
Normally I answer my emails within a week.
I don't have any ambitions to extend the ase export filter for other use - this is something that
you have to do.
However, if you made changes that seem to be usefull you can send me these ones and I will integrate
them if possible.
Here's a list of usefull future integration that I won't make because I don't really need it:
- Using the Materialtag and selection tag for creating material selections
- Exporting the Materialtag's texturepath (currently only a dummy is beeing set)
- Writing a scene header in the ASE file like 3DS does
- providing optional Z-Y switching, fixing the enduring neverending 90°degrees-flipping-when-exporting-problem
- creating smoothing groups based on the smoothing tag (very very hard to implement I think)
- Further controls so that users can't corrupt the file (like with using quotes...)
- Scene export
- Timelineexport
Cya and have fun - zet (anenzephalus)
Release History
R030208 - first release
R030209 - fixed an UV Y-Axis flip bug since C4D saves the UV the other way....
R030223 - exports subobjects, too (without the "materialtags")
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