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README.md
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README.md
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For Blender 4.1 and lower, see [Legacy Compatibility](#legacy-compatibility).
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# Features
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* Full PSK/PSA import and export capabilities.
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* Non-standard file section data (.pskx) is supported for import only (vertex normals, extra UV channels, vertex colors, shape keys).
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* [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).
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* [Collection Exporters](https://docs.blender.org/manual/en/latest/scene_layout/collections/collections.html#exporters) for reliable, repeatable export workflow.
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* Non-standard model data (.pskx) is supported for import only (vertex normals, extra UV channels, vertex colors, shape keys).
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* Manual re-ordering of material slots on export.
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* Non-standard animation data is supported for import only (scale keys).
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* Fine-grained PSA sequence importing for efficient workflow when working with large PSA files.
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* PSA sequence metadata (e.g., frame rate) is preserved on import, allowing this data to be reused on export.
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* [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).
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* 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.
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* Manual re-ordering of material slots.
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* 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).
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* Support for exporting instance collections.
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* Compress exported sequences via resampling ratios or frame quotas.
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# Usage
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## Exporting a PSK
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1. Select the mesh objects you wish to export.
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2. Navigate to `File` > `Export` > `Unreal PSK (.psk)`.
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3. Enter the file name and click `Export`.
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## Importing a PSK/PSKX
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## Import
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### Importing a PSK/PSKX
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1. Navigate to `File` > `Import` > `Unreal PSK (.psk/.pskx)`.
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2. Select the PSK file you want to import and click `Import`.
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## Exporting a PSA
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1. Select the armature objects you wish to export.
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2. Navigate to `File` > `Export` > `Unreal PSA (.psa)`.
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3. Enter the file name and click `Export`.
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## Importing a PSA
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### Importing a PSA
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1. Select an armature that you want import animations for.
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2. Navigate to `File` > `Import` > `Unreal PSA (.psa)`.
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3. Select the PSA file you want to import.
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4. Select the sequences that you want to import and click `Import`.
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## Export
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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.
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### Exporting a PSK
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1. Select the mesh objects you wish to export.
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2. Navigate to `File` > `Export` > `Unreal PSK (.psk)`.
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3. Enter the file name and click `Export`.
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### Exporting a PSA
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1. Select the armature objects you wish to export.
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2. Navigate to `File` > `Export` > `Unreal PSA (.psa)`.
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3. Enter the file name and click `Export`.
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> 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.
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# FAQ
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