Hi all,
Sorry to create another thread on .fbx exporting, but I thought I'd pose you a query:
I have my environment blocked out in Maya and plan to export it into UDK as an .fbx file.
Now I know that I'll have to go through and manually delete and replace all of my instanced objects, (-_-) but I was wondering if anyone knew of a way to centre the pivot of each static mesh based on its Maya pivot?
As it stands, each mesh has its exported pivot at the origin - which kind of defeats the object of being able to import them all under one file if I'm being honest.
Is there a check box I'm missing? There appears to be no documentation that I can find on the subject and I'm hoping that I won't have to go through and manually place every object back at the origin before exporting them all one-by-one.
Help me Polycount, you're my only hope.
Replies
pretty simple thing to make.
Would that still work for objects moved from the origin and had 'Freeze Transformations' applied?
Or does it work on World-space values rather than object-space?
you will prolly want to edit it to your liking, since it currently chooses the export path based on the active project in maya.
can toss that in your scripts folder, with the name "UDKexport.mel", and make a shelf button with "UDKexport();" and it should work for you.
edit: also forgot it requires a fbx preset be made name it "UDK-FBX.fbxexportpreset" and also put it in your scripts folder.
I'll have a bash at using it when I'm back home next week
Edit: Hmm, I wonder if there is a way to make the script ignore objects that are instanced?
that is prolly easier in max since it;s easier to tell a instance from a object, but i should be able to check for rednundent shape data, and not export those ones.
Hope that helps. I'll try and see if I can get it incorporated in my FBX Exporter.
I can't wait to try this out.
I'm moving house over the next week or two, so things are going to be a bit hectic before I manage to give your methods a blast, guys.
You guys have been a massive help
Now, to see what they look like the other end in UDK...