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	<title>MetalMedved &#187; import</title>
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		<title>How to import models and textures from Stalker to 3Ds Max</title>
		<link>https://metalmedved.com/en/import-modelej-i-tekstur-iz-stalker-v-3ds-max.html</link>
		<comments>https://metalmedved.com/en/import-modelej-i-tekstur-iz-stalker-v-3ds-max.html#comments</comments>
		<pubDate>Sun, 19 Jun 2011 15:42:40 +0000</pubDate>
		<dc:creator>MetalMedved</dc:creator>
				<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[3ds max]]></category>
		<category><![CDATA[x-ray]]></category>
		<category><![CDATA[import]]></category>
		<category><![CDATA[model converting]]></category>
		<category><![CDATA[stalker]]></category>

		<guid isPermaLink="false">http://metalmedved.com/?p=704</guid>
		<description><![CDATA[At this article you may learn about how to import game models and textures from S.T.A.L.K.E.R. (and other X-Ray games) to 3Ds Max. Before beginning it needs to download couple of tools: - STALKER Universal Extractor (SUE) - OGF Master + 1. Run SUE, choose game kind with radio button (from up to down: Shadow, [...]
Read also:<div>
<li><a href='https://metalmedved.com/en/import-tekstur-dlya-modelej-v-unreal-engine.html' rel='bookmark' title='Texture import (baking) for models in Unreal Engine'>Texture import (baking) for models in Unreal Engine</a></li>
<li><a href='https://metalmedved.com/en/import-modelej-iz-igr-na-dvizhke-source.html' rel='bookmark' title='Model Import from Source engine games'>Model Import from Source engine games</a></li>
</div>]]></description>
			<content:encoded><![CDATA[<p>At this article you may learn about how to import game models and textures from S.T.A.L.K.E.R. (and other X-Ray games) to 3Ds Max.</p>
<p style="text-align: center;"><img src="https://lh5.googleusercontent.com/-1HrZIipsQEs/TnE0JbuWxvI/AAAAAAAAAcQ/R9PV_5-R69w/xraylogo.jpg" alt="x-ray logo" /></p>
<p><span id="more-704"></span></p>
<p>Before beginning it needs to <a href="http://www.mediafire.com/?dana15p45oqx7in">download</a> couple of tools:</p>
<ul>
- STALKER Universal Extractor (SUE)<br />
- OGF Master +</ul>
<p><span style="color: #00ff00;"><strong>1. </strong></span>Run SUE, choose game kind with radio button (from up to down: Shadow, Clear Sky, Call of) then set path to game root by button <em>Обзор</em>. Game data unpacking process starts immediately. After couple of minutes all will be done and you can find unpacking files at <em>UEgamedata</em> subfolder of game root.</p>
<p style="text-align: center;"><a href="https://lh6.googleusercontent.com/-kvp5q_XUXyw/TltaU3dv21I/AAAAAAAAAJM/XZ2N0Sxl_Ss/impst1.jpg" target="_blank"  rel="lightbox[704]"><img src="https://lh6.googleusercontent.com/-kvp5q_XUXyw/TltaU3dv21I/AAAAAAAAAJM/XZ2N0Sxl_Ss/s288/impst1.jpg" height="216" width="288" /></a></p>
<p><span style="color: #00ff00;"><strong>2. </strong></span>Run OGF Master + and install smd import plugin for 3Ds Max. Click <em>Плагин SMD</em> button, then <em>Далее</em> and save plugin. Next copy it to 3Ds Max plugins directory.</p>
<p style="text-align: center;"><a href="https://lh3.googleusercontent.com/-tSl-oUMTA0c/TltaT5jE63I/AAAAAAAAAJM/0G3_RTKzAf8/impst2.jpg" target="_blank"  rel="lightbox[704]"><img src="https://lh3.googleusercontent.com/-tSl-oUMTA0c/TltaT5jE63I/AAAAAAAAAJM/0G3_RTKzAf8/s288/impst2.jpg" height="202" width="288" /></a></p>
<p><span style="color: #00ff00;"><strong>3. </strong></span>Add to OGF Master + required models for convert (e.g. P90) by clicking <em>Добавить модель(ли)</em> button. In example weapons locate at <em>UEgamedata\meshes\weapons</em> folder. </p>
<p style="text-align: center;"><a href="https://lh5.googleusercontent.com/-OCc_eI8DMaU/TltaUUawZAI/AAAAAAAAAJM/arlYnjhWdjk/impst3.jpg" target="_blank"  rel="lightbox[704]"><img src="https://lh5.googleusercontent.com/-OCc_eI8DMaU/TltaUUawZAI/AAAAAAAAAJM/arlYnjhWdjk/s288/impst3.jpg" height="201" width="288" /></a></p>
<p>Click <em>Конвертировать модель(ли)</em> button then set destination convert directory with upper <em>Обзор</em> button clicking. Optionally you may make auto copy model textures from resources by checking box and add textures directory with bottom <em>Обзор</em> button. Click <em>Начать конвертацию</em>. When you get message <em>Ковертирование закончено</em> close OGF Master +.</p>
<p style="text-align: center;"><a href="https://lh5.googleusercontent.com/-Qmx1guroevA/TltaUpRfrzI/AAAAAAAAAJM/Q-TV9OkTJ78/impst4.jpg" target="_blank"  rel="lightbox[704]"><img src="https://lh5.googleusercontent.com/-Qmx1guroevA/TltaUpRfrzI/AAAAAAAAAJM/Q-TV9OkTJ78/s288/impst4.jpg" height="202" width="288" /></a>  <a href="https://lh3.googleusercontent.com/-KU3JPFCfBcw/TltaTPm_iII/AAAAAAAAAJM/Tzk8gQkEqYY/impst5.jpg" target="_blank"  rel="lightbox[704]"><img src="https://lh3.googleusercontent.com/-KU3JPFCfBcw/TltaTPm_iII/AAAAAAAAAJM/Tzk8gQkEqYY/s288/impst5.jpg" height="201" width="288" /></a></p>
<p><span style="color: #00ff00;"><strong>4. </strong></span>After previous step you have folder with smd model file and textures. Now run 3Ds Max and open this one. It may set some options and set textures during opening. </p>
<p style="text-align: center;"><a href="https://lh4.googleusercontent.com/-hhfhOpqTqXk/TltaTqo6RPI/AAAAAAAAAJM/jKxPfWC8HPY/impst6.jpg" target="_blank"  rel="lightbox[704]"><img src="https://lh4.googleusercontent.com/-hhfhOpqTqXk/TltaTqo6RPI/AAAAAAAAAJM/jKxPfWC8HPY/s288/impst6.jpg" height="200" width="288" /></a></p>
<p>That&#8217;s all.</p>
<p style="text-align: center;"><a href="https://lh6.googleusercontent.com/-mzfjqHLTSe0/TltaSk608WI/AAAAAAAAAJM/pzkvLKV9C1U/impst7.jpg" target="_blank"  rel="lightbox[704]"><img src="https://lh6.googleusercontent.com/-mzfjqHLTSe0/TltaSk608WI/AAAAAAAAAJM/pzkvLKV9C1U/s288/impst7.jpg" height="216" width="288" /></a></p>
<p>After step 4 you get S.T.A.L.K.E.R. game models that you can modify and send to other games. In my nearest articles you may learn about how to port weapon models.</p>



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<br/><br/><p>Read also:<div>
<li><a href='https://metalmedved.com/en/import-tekstur-dlya-modelej-v-unreal-engine.html' rel='bookmark' title='Texture import (baking) for models in Unreal Engine'>Texture import (baking) for models in Unreal Engine</a></li>
<li><a href='https://metalmedved.com/en/import-modelej-iz-igr-na-dvizhke-source.html' rel='bookmark' title='Model Import from Source engine games'>Model Import from Source engine games</a></li>
</div></p>]]></content:encoded>
			<wfw:commentRss>https://metalmedved.com/en/import-modelej-i-tekstur-iz-stalker-v-3ds-max.html/feed</wfw:commentRss>
		<slash:comments>26</slash:comments>
		</item>
		<item>
		<title>Texture import (baking) for models in Unreal Engine</title>
		<link>https://metalmedved.com/en/import-tekstur-dlya-modelej-v-unreal-engine.html</link>
		<comments>https://metalmedved.com/en/import-tekstur-dlya-modelej-v-unreal-engine.html#comments</comments>
		<pubDate>Tue, 10 May 2011 23:41:33 +0000</pubDate>
		<dc:creator>MetalMedved</dc:creator>
				<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[3ds max]]></category>
		<category><![CDATA[killing floor]]></category>
		<category><![CDATA[photoshop]]></category>
		<category><![CDATA[unreal]]></category>
		<category><![CDATA[import]]></category>
		<category><![CDATA[guide]]></category>
		<category><![CDATA[texture]]></category>

		<guid isPermaLink="false">http://metalmedved.com/?p=531</guid>
		<description><![CDATA[In previous articles you may read about export and import model. There is a making testures guide in this article. 1. Open model and prepare it for further work. You should read making model guide and stop at step 9. In this case it uses Zoey model from Left 4 Dead. And you should better [...]
Read also:<div>
<li><a href='https://metalmedved.com/en/import-modelej-v-unreal-engine-iz-3ds-max.html' rel='bookmark' title='Model import from 3Ds Max to Unreal Engine'>Model import from 3Ds Max to Unreal Engine</a></li>
<li><a href='https://metalmedved.com/en/eksport-modelej-iz-unreal-engine-v-3ds-max.html' rel='bookmark' title='Model export from Unreal Engine to 3Ds Max'>Model export from Unreal Engine to 3Ds Max</a></li>
</div>]]></description>
			<content:encoded><![CDATA[<p>In previous articles you may read about <a href="https://metalmedved.com/eksport-modelej-iz-unreal-engine-v-3ds-max.html">export</a> and <a href="https://metalmedved.com/import-modelej-v-unreal-engine-iz-3ds-max.html">import</a> model. There is a making testures guide in this article.</p>
<p style="text-align: center;"><img src="https://lh5.googleusercontent.com/-AufZ4DHahbo/TltakaaYsWI/AAAAAAAAAJM/OiW__XdKXIo/EdSplash.jpg" alt="" /></p>
<p><span id="more-531"></span></p>
<p><span style="color: #00ff00;"><strong>1. </strong></span>Open model and prepare it for further work.<br />
You should read <a href="https://metalmedved.com/sozdanie-novoj-modeli-igroka-v-unreal-engine.html">making model guide</a> and stop at step 9. In this case it uses Zoey model from Left 4 Dead. And you should better convert Mesh to Poly before Skin modifier using. It may use Edit Poly modifier as well.</p>
<p><span style="color: #00ff00;"><strong>2. </strong></span>Using Unwrap UVW modifier.<br />
Select model and use one above Skin. Unwrap UVW cut mesh surface to separate areas automatically each of ones match to specified texture part (hands, jacket, pants).</p>
<p style="text-align: center;"><a target="_blank" href="https://lh4.googleusercontent.com/-rmdHuc6jv8s/TltaK8o9BVI/AAAAAAAAAJM/I2b1qXrexvI/s640/textchar1.jpg" rel="lightbox[531]"><img src="https://lh4.googleusercontent.com/-rmdHuc6jv8s/TltaK8o9BVI/AAAAAAAAAJM/I2b1qXrexvI/s288/textchar1.jpg" height="288" width="240" /></a></p>
<p><span style="color: #00ff00;"><strong>3. </strong></span>Editing unwrap map.<br />
Using Edit button you go to unwrap editing window. There are model parts projections here. Using Move, Rotate and Scale tools it needs to place all parts separately to blue square without intersedctions. It may use Tools/Pack UVs menu action, but this is worse than manually as all parts will have equal scale. It is important to keep original proportions of model parts. Bigger parts should have more space on unwrap map.</p>
<p style="text-align: center;"><a target="_blank" href="https://lh3.googleusercontent.com/-aa0kBbR79x8/TltaKYhC84I/AAAAAAAAAJM/9MhjB-rmA-o/s640/textchar2.jpg" rel="lightbox[531]"><img src="https://lh3.googleusercontent.com/-aa0kBbR79x8/TltaKYhC84I/AAAAAAAAAJM/9MhjB-rmA-o/s288/textchar2.jpg" height="288" width="286" /></a>  <a target="_blank" href="https://lh6.googleusercontent.com/-y7xDbChO9AY/TltaJOEOdRI/AAAAAAAAAJM/Im3ANswYtyk/s640/textchar3.jpg" rel="lightbox[531]"><img src="https://lh6.googleusercontent.com/-y7xDbChO9AY/TltaJOEOdRI/AAAAAAAAAJM/Im3ANswYtyk/s288/textchar3.jpg" height="288" width="234" /></a></p>
<p><span style="color: #00ff00;"><strong>4. </strong></span>Prepare texture at Photoshop.<br />
When unwrap map is done it should to use Tools/Render UVW Template menu item. It creates texture template.</p>
<p style="text-align: center;"><a target="_blank" href="https://lh4.googleusercontent.com/-wLiz5UvFSM8/TltaJgLGSTI/AAAAAAAAAJM/0WwCSPsfWyc/s640/textchar4.jpg" rel="lightbox[531]"><img src="https://lh4.googleusercontent.com/-wLiz5UvFSM8/TltaJgLGSTI/AAAAAAAAAJM/0WwCSPsfWyc/s288/textchar4.jpg" height="288" width="234" /></a></p>
<p>Open this file in Photoshop and fill parts inside with one color. Then copy matching parts from original texture and align it to unwrap shape. After all elements are in right places save it.</p>
<p style="text-align: center;"><a target="_blank" href="https://lh4.googleusercontent.com/-WoC4lqydYMY/TltaIYzX4WI/AAAAAAAAAJM/eutJZAGXaq8/textchar5.jpg" rel="lightbox[531]"><img src="https://lh4.googleusercontent.com/-WoC4lqydYMY/TltaIYzX4WI/AAAAAAAAAJM/eutJZAGXaq8/s288/textchar5.jpg" height="270" /></a>   <a target="_blank" href="https://lh4.googleusercontent.com/-gU0e2E8wr7Q/TltaIlqGKrI/AAAAAAAAAJM/oliFQWN6Tms/s640/textchar6.jpg" rel="lightbox[531]"><img src="https://lh4.googleusercontent.com/-gU0e2E8wr7Q/TltaIlqGKrI/AAAAAAAAAJM/oliFQWN6Tms/s288/textchar6.jpg" height="270" /></a><br />
<a target="_blank" href="https://lh3.googleusercontent.com/-1Aur6O0Zf8E/TltaHKxzaYI/AAAAAAAAAJM/j92pa2hJ8DE/textchar7.jpg" rel="lightbox[531]"><img src="https://lh3.googleusercontent.com/-1Aur6O0Zf8E/TltaHKxzaYI/AAAAAAAAAJM/j92pa2hJ8DE/s288/textchar7.jpg" height="288" width="246" /></a>   <a target="_blank" href="https://lh6.googleusercontent.com/-ebWJv8JKRtY/TltaHSRB6aI/AAAAAAAAAJM/PwbAoNBbIxc/s640/textchar8.jpg" rel="lightbox[531]"><img src="https://lh6.googleusercontent.com/-ebWJv8JKRtY/TltaHSRB6aI/AAAAAAAAAJM/PwbAoNBbIxc/s288/textchar8.jpg" height="288" width="288" /></a></p>
<p><span style="color: #00ff00;"><strong>5. </strong></span>Applying texture to model.<br />
Select all polygons and set one ID on Polygon Material IDs tab. </p>
<p style="text-align: center;"><a target="_blank" href="https://lh3.googleusercontent.com/-r44yE4XAsAU/TltaH33UrmI/AAAAAAAAAJM/co2WxgbkmlM/textchar9.jpg" rel="lightbox[531]"><img src="https://lh3.googleusercontent.com/-r44yE4XAsAU/TltaH33UrmI/AAAAAAAAAJM/co2WxgbkmlM/s288/textchar9.jpg" height="268" width="288" /></a></p>
<p>Then in empty slot of Material Editor you should choose Diffuse Color at Maps tab and set it to Bitmap with new texture file. Select all model and use Assign Material to Selection button.</p>
<p style="text-align: center;"><a target="_blank" href="https://lh5.googleusercontent.com/-B0P3W4b38ug/TltaGdJ0a5I/AAAAAAAAAJM/H_H59z6HFGs/s640/textchar10.jpg" rel="lightbox[531]"><img src="https://lh5.googleusercontent.com/-B0P3W4b38ug/TltaGdJ0a5I/AAAAAAAAAJM/H_H59z6HFGs/s288/textchar10.jpg" height="272" width="288" /></a></p>
<p><span style="color: #00ff00;"><strong>6. </strong></span>Checking texture quality.<br />
Make rendering, check for texture mismatch. Fix bugs going to step 4.<br />
<span style="color: #00ff00;"><strong>7. </strong></span>Export model to Killing Floor Editor.<br />
Using <a href="https://metalmedved.com/import-modelej-v-unreal-engine-iz-3ds-max.html">this guide</a> import model to KF Editor. On Material mesh tab you should see only one texture slot and insert new texture to.</p>
<p style="text-align: center;"><a target="_blank" href="https://lh5.googleusercontent.com/-1DqXxL4xUCw/TltaG5XuX6I/AAAAAAAAAJM/74o1THzpT3I/textchar11.jpg" rel="lightbox[531]"><img src="https://lh5.googleusercontent.com/-1DqXxL4xUCw/TltaG5XuX6I/AAAAAAAAAJM/74o1THzpT3I/s288/textchar11.jpg" height="231" width="288" /></a></p>
<p>After learning this article you may import characters in KF through 3Ds Max without assistance.<br />
<p><a href="https://metalmedved.com/en/import-tekstur-dlya-modelej-v-unreal-engine.html"><em>Click here to view the embedded video.</em></a></p></p>



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<br/><br/><p>Read also:<div>
<li><a href='https://metalmedved.com/en/import-modelej-v-unreal-engine-iz-3ds-max.html' rel='bookmark' title='Model import from 3Ds Max to Unreal Engine'>Model import from 3Ds Max to Unreal Engine</a></li>
<li><a href='https://metalmedved.com/en/eksport-modelej-iz-unreal-engine-v-3ds-max.html' rel='bookmark' title='Model export from Unreal Engine to 3Ds Max'>Model export from Unreal Engine to 3Ds Max</a></li>
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		<title>Model import from 3Ds Max to Unreal Engine</title>
		<link>https://metalmedved.com/en/import-modelej-v-unreal-engine-iz-3ds-max.html</link>
		<comments>https://metalmedved.com/en/import-modelej-v-unreal-engine-iz-3ds-max.html#comments</comments>
		<pubDate>Fri, 29 Apr 2011 21:00:13 +0000</pubDate>
		<dc:creator>MetalMedved</dc:creator>
				<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[3ds max]]></category>
		<category><![CDATA[killing floor]]></category>
		<category><![CDATA[mesh]]></category>
		<category><![CDATA[unreal]]></category>
		<category><![CDATA[import]]></category>

		<guid isPermaLink="false">http://metalmedved.com/?p=403</guid>
		<description><![CDATA[Previously I publish article about how to export models from Unreal Engine to 3Ds Max. Now let&#8217;s look at opposite process. Before beginning it should download 3Ds Max plugin ActorX Mesh Exporter 1. Open plugin, fill the required fields and check all textured option. Click save mesh and it gets ready psk file. 2. Open [...]
Read also:<div>
<li><a href='https://metalmedved.com/en/import-tekstur-dlya-modelej-v-unreal-engine.html' rel='bookmark' title='Texture import (baking) for models in Unreal Engine'>Texture import (baking) for models in Unreal Engine</a></li>
<li><a href='https://metalmedved.com/en/eksport-modelej-iz-unreal-engine-v-3ds-max.html' rel='bookmark' title='Model export from Unreal Engine to 3Ds Max'>Model export from Unreal Engine to 3Ds Max</a></li>
</div>]]></description>
			<content:encoded><![CDATA[<p>Previously I publish <a href="https://metalmedved.com/en/eksport-modelej-iz-unreal-engine-v-3ds-max.html">article</a> about how to export models from Unreal Engine to 3Ds Max. Now let&#8217;s look at opposite process.</p>
<p style="text-align: center;"><img src="https://lh3.googleusercontent.com/-2FN_ViT_c-4/TnEkxaLAmcI/AAAAAAAAAZ8/kS9c4xhVwQo/3dslogo.jpg" alt="3Ds Max" /></p>
<p><span id="more-403"></span></p>
<p>Before beginning it should download 3Ds Max plugin <a href="http://udn.epicgames.com/Two/ActorX.html">ActorX Mesh Exporter</a></p>
<p><span style="color: #00ff00;"><strong>1. </strong></span>Open plugin, fill the required fields and check all textured option. Click save mesh and it gets ready psk file.</p>
<p style="text-align: center;"><a href="https://lh6.googleusercontent.com/-dsDi0Nn52ts/TltaXhjIPOI/AAAAAAAAAJM/tRoDvcfLb0U/impun1.jpg" target="_blank"  rel="lightbox[403]"><img src="https://lh6.googleusercontent.com/-dsDi0Nn52ts/TltaXhjIPOI/AAAAAAAAAJM/tRoDvcfLb0U/s288/impun1.jpg" height="288" width="163" /></a>      <a href="https://lh6.googleusercontent.com/-9cFXQuUOVcE/TltaW3-XNBI/AAAAAAAAAJM/Qtvi7BpoMmM/impun2.jpg" target="_blank"  rel="lightbox[403]"><img src="https://lh6.googleusercontent.com/-9cFXQuUOVcE/TltaW3-XNBI/AAAAAAAAAJM/Qtvi7BpoMmM/s288/impun2.jpg" height="288" width="76" /></a></p>
<p><span style="color: #00ff00;"><strong>2. </strong></span>Open Unreal Editor, go to Animation Browser, make an import of new psk mesh.</p>
<p style="text-align: center;"><a href="https://lh3.googleusercontent.com/-l5QCaJJo2n8/TltaXCLX-bI/AAAAAAAAAJM/11EDIOtT-Eo/impun3.jpg" target="_blank"  rel="lightbox[403]"><img src="https://lh3.googleusercontent.com/-l5QCaJJo2n8/TltaXCLX-bI/AAAAAAAAAJM/11EDIOtT-Eo/s288/impun3.jpg" height="249" width="288" /></a></p>
<p><span style="color: #00ff00;"><strong>3. </strong></span>Next it should import standart animation set from psa file. One can be founded in 1st step results of <a href="https://metalmedved.com/en/eksport-modelej-iz-unreal-engine-v-3ds-max.html">export</a>.</p>
<p style="text-align: center;"><a href="https://lh3.googleusercontent.com/-as2KEG1xzwU/TltaWFCzHaI/AAAAAAAAAJM/8hpLRZdao00/impun4.jpg" target="_blank"  rel="lightbox[403]"><img src="https://lh3.googleusercontent.com/-as2KEG1xzwU/TltaWFCzHaI/AAAAAAAAAJM/8hpLRZdao00/s288/impun4.jpg" height="249" width="288" /></a></p>
<p><span style="color: #00ff00;"><strong>4. </strong></span>Save file as ukx, open one again and fill the mesh propeties. It needs for right 3D orientation and linking with animations. Open default game model file (for KF KF_Soldier_Trip) and copy default mesh properties.</p>
<p style="text-align: center;"><a href="https://lh4.googleusercontent.com/-4Fh4Kumy2qc/TltaWqJigvI/AAAAAAAAAJM/qpe7iCh3xTY/impun5.jpg" target="_blank"  rel="lightbox[403]"><img src="https://lh4.googleusercontent.com/-4Fh4Kumy2qc/TltaWqJigvI/AAAAAAAAAJM/qpe7iCh3xTY/s288/impun5.jpg" height="249" width="288" /></a></p>
<p>Then open your file and past it:</p>
<p style="text-align: center;"><a href="https://lh3.googleusercontent.com/-mc9XVsTZsBw/TltaVcZ2ViI/AAAAAAAAAJM/OMN7tfNwgEY/impun6.jpg" target="_blank"  rel="lightbox[403]"><img src="https://lh3.googleusercontent.com/-mc9XVsTZsBw/TltaVcZ2ViI/AAAAAAAAAJM/OMN7tfNwgEY/s288/impun6.jpg" height="251" width="288" /></a></p>
<p><em>Animation/DefaultAnimation</em> property should be filled manually by mask <em>MeshAnimation&#8217;UkxFileName.AnimationSetName&#8217;</em>  or choose animation set, menu item <em>Edit/Linkup anim and mesh</em> and mesh itself.</p>
<p style="text-align: center;"><img src="https://lh5.googleusercontent.com/-v_m0pfkKX6U/TltaV3iabRI/AAAAAAAAAJM/Yvosal-kQxM/impun7.jpg" border="0"></p>
<p>Save and it&#8217;s done. Now you may use new mesh in game.</p>
<p> It should be noted, that for correct work mesh needs for its own texture and have a standart skeleton. Making textures and linking skeleton are different complicated themes that you may reed in follow articles.</p>



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<li><a href='https://metalmedved.com/en/import-tekstur-dlya-modelej-v-unreal-engine.html' rel='bookmark' title='Texture import (baking) for models in Unreal Engine'>Texture import (baking) for models in Unreal Engine</a></li>
<li><a href='https://metalmedved.com/en/eksport-modelej-iz-unreal-engine-v-3ds-max.html' rel='bookmark' title='Model export from Unreal Engine to 3Ds Max'>Model export from Unreal Engine to 3Ds Max</a></li>
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