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Monday, November 10, 2014

Test Release - Blender UE4 Vector Fields (FGA) Tools

I've been working on this off and on for a couple of weeks and think it's ready for a public test release. It's an addon for Blender with scripts that allow creating, exporting and importing Vector fields for UE4 using the fga file format. It's my first attempt at an exporter/importer from scratch, but seems to work surprisingly well :D

The editor allows the velocities of particles in a volume to be saved after influencing the system with the different force fields available in Blender. Any type of particle simulation Blender can do can be used for this (smoke, fluid, any force field).

I'll be writing the documentation this week, but a basic how-to is available in the Readme on Github. Performance is surprisingly good considering this is written in Python and the amount of particles that the scripts can interact with. I plan to post a link on the UE4 forum after some more testing and polishing.


Download here (Github)

Usage instructions

Example .blend File

17 comments:

  1. Amazing work, is there any possibility for you to make a video tutorial?

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    1. Just had a go with this in Blender, and it works perfectly. I will try and make a tutorial, and upload it to youtube link to it here. Thanks for this great plugin.

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    2. Hey, thanks for the feedback, I'm glad you like it. I hadn't considered making a video tutorial for it (really I'm still working on the written documentation and tooltips).
      If you're wiling to make one, go for it, I would definitely appreciate it. You may want to wait until after the weekend to save yourself some work since I've added a couple of more calculation methods and settings and have a few more ideas I want to try to implement in the next couple of days.

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    3. I should have a new version up later tonight or tomorrow. It has some new features and a new importer/exporter.

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    4. I just downloaded the new version and will play around with it and make a tutorial during the weekend.

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    5. Nice. Let me know if you have any questions or run into any issues (and when it's finished so I can link to it). I'm getting started on the wiki page on github to set up some decent written documentation in the next couple of days, as well, but will spend some time playing with the new UE 4.6 release, so that may be delayed :D

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    6. I am having a little trouble getting the vectors to react to fluids when doing fluisimulation. Does the vectors respond to the particles or the force fields?

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    7. I haven't been able to figure out how to get interaction with fluid simulations working either. It probably has something to do with the fluid domain using its own baked cache, but I haven't investigated further.
      The closest thing to fluid I've gotten is by changing physics setting in the particle system to Fluid and using force fields with higher strength values to interact with the particles.

      The vectors are the velocities of the particles in the volume, btw. Thinking about it, calculating the vectors directly from the force fields' values sounds like it could have some interesting results and I may have to look into it as another velocity type to add.

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    8. *Deleted last comment since there is not edit

      Thank you so much Isathar. Works great, amazing. Been using it with Blender 2.73a. So far haven't had any issues, I'll let you know if anything comes up.

      Here's a link to some quick test results:
      https://forums.unrealengine.com/showthread.php?61321-Creating-or-Downloading-Vector-Fields&p=238792&viewfull=1#post238792

      I'll be making some short video tutorials(no ads) on how to use the addon sometime next week, I'll give you the links once they're up. It'll be simple just a little how to for those who need visual example.

      If you'd rather not, or anything else let me know; you can contact me through my google+(site link is there with email) or the unreal forums (username: SememeS)

      Again, thank you so much for this great work Isathar :)

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    9. Great script, do you have any example blend files to show some vector fields?

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    10. Still waiting for a tutorial. Pls? I am a total noob in blender and vector fields are the only thing I need right now.

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  2. @ Anonymous:
    I can't seem to reply to your message.
    I'm glad the script is useful to you, and I've put together a blend file with a few different vector fields: http://www.mediafire.com/download/6t00h4g25ikxq5i/VF_Examples.blend
    The new documentation is also coming along nicely, and should be finished sometime this week.

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  3. I have imported a sequence of .bin files from Realflow in Blender. Now when i am trying to export it in FGA format with this plugin - it's giving the error No Velocity to import. Please Help.

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    1. Hey, sorry for the late response.
      I don't think this is possible at the moment. If I understand the process correctly, importing the bin files into Blender creates a new particle system from the cache exported from Realflow, and the fga export script will only export velocity data from the particle systems created with my addon.

      I have been looking into ways to create the needed velocity data for existing particle systems, but particle ordering has been a bit of a problem. I'll take another look at it in the next couple of days and see if I can figure it out.

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  4. @Anonymous (asking for a tutorial): I can't reply to your post since you replied to someone else's post that's nested too deep. There is a wiki page with usage instructions linked to in the repo's Reame, as well as a link to a blend file (made in 2.73 or 2.74, I think). I'll update my main post with the links.

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  5. Has anyone had any success in getting Vector Field data out of RealFlow, seems a little crazy that I can get if out of FumeFX, Maya Fluids, Blender, Krakatoa, Houdini but I can't find anyway to get velocity or Vector field data from RealFlow.

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    1. Hey, sorry about the delayed response. I looked into the file format RealFlow uses for exporting a few months ago and couldn't figure out how to get the particles sorted properly for my Blender addon to use them.
      I don't remember if their file format stores velocities, but as long as there's more than one frame, it could be calculated pretty easily.

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