diff --git a/README.md b/README.md index a668307..c0a649c 100644 --- a/README.md +++ b/README.md @@ -13,37 +13,43 @@ For Blender 4.2 and higher, download the latest version from the [Blender Extens For Blender 4.1 and lower, see [Legacy Compatibility](#legacy-compatibility). # Features -* Full PSK/PSA import and export capabilities. -* Non-standard file section data (.pskx) is supported for import only (vertex normals, extra UV channels, vertex colors, shape keys). +* [Bone collections](https://docs.blender.org/manual/en/latest/animation/armatures/bones/bone_collections.html#bone-collections) can be excluded from PSK/PSA export (useful for excluding non-contributing bones such as IK controllers). +* [Collection Exporters](https://docs.blender.org/manual/en/latest/scene_layout/collections/collections.html#exporters) for reliable, repeatable export workflow. +* Non-standard model data (.pskx) is supported for import only (vertex normals, extra UV channels, vertex colors, shape keys). +* Manual re-ordering of material slots on export. +* Non-standard animation data is supported for import only (scale keys). * Fine-grained PSA sequence importing for efficient workflow when working with large PSA files. * PSA sequence metadata (e.g., frame rate) is preserved on import, allowing this data to be reused on export. -* [Bone collections](https://docs.blender.org/manual/en/latest/animation/armatures/bones/bone_collections.html#bone-collections) can be excluded from PSK/PSA export (useful for excluding non-contributing bones such as IK controllers). * PSA sequences can be exported directly from actions or delineated using a scene's [timeline markers](https://docs.blender.org/manual/en/latest/animation/markers.html), pose markers, or NLA track strips, allowing direct use of the [NLA](https://docs.blender.org/manual/en/latest/editors/nla/index.html) when creating sequences. -* Manual re-ordering of material slots. -* Multiple armature objects can be exported to a single PSK or PSA file, allowing seamless use of [action slots](https://docs.blender.org/manual/en/latest/animation/actions.html#action-slots). -* Support for exporting instance collections. +* Compress exported sequences via resampling ratios or frame quotas. # Usage -## Exporting a PSK -1. Select the mesh objects you wish to export. -2. Navigate to `File` > `Export` > `Unreal PSK (.psk)`. -3. Enter the file name and click `Export`. -## Importing a PSK/PSKX +## Import + +### Importing a PSK/PSKX 1. Navigate to `File` > `Import` > `Unreal PSK (.psk/.pskx)`. 2. Select the PSK file you want to import and click `Import`. -## Exporting a PSA -1. Select the armature objects you wish to export. -2. Navigate to `File` > `Export` > `Unreal PSA (.psa)`. -3. Enter the file name and click `Export`. - -## Importing a PSA +### Importing a PSA 1. Select an armature that you want import animations for. 2. Navigate to `File` > `Import` > `Unreal PSA (.psa)`. 3. Select the PSA file you want to import. 4. Select the sequences that you want to import and click `Import`. +## Export +It is highly recommended to use the provided [Collection Exporters](https://docs.blender.org/manual/en/latest/scene_layout/collections/collections.html#exporters) workflow, since it allows for highly reliable, repeatable exports of both PSK and PSA files. However, the traditional export workflow is available as well. + +### Exporting a PSK +1. Select the mesh objects you wish to export. +2. Navigate to `File` > `Export` > `Unreal PSK (.psk)`. +3. Enter the file name and click `Export`. + +### Exporting a PSA +1. Select the armature objects you wish to export. +2. Navigate to `File` > `Export` > `Unreal PSA (.psa)`. +3. Enter the file name and click `Export`. + > Note that in order to see the imported actions applied to your armature, you must use the [Dope Sheet](https://docs.blender.org/manual/en/latest/editors/dope_sheet/introduction.html) or [Nonlinear Animation](https://docs.blender.org/manual/en/latest/editors/nla/introduction.html) editors. # FAQ