When I export a model, which consist of several objects (so not all objects are merged into one) to FBX, and then later rightclick the model in UDK and choose to reimport it, it only import one of the objects in the file, instead of all of them.
Anyone know how to avoid this? And is it bad to export all your models as FBX instead of using ASE for static models?
Replies
ASE is almost a legacy format at this point. I don't think it supports qualified normals either, so stick with FBX.
Regarding ASE, I was asking because I couldn't get collision mesh to work, but I have later read that you apparently need a suffix in the name, such as OCX_mymesh_01. The thing is, if UDK don't let me easy reimport the mesh, which I might have 50 places in the level, I rather use the old format ASE, where I can reclick the mesh and reimport, then having to import the mesh again and then replace the old ones.
The catch is, if you import it incorrectly or without the exact naming convention you will end up with a duplicate file. However when it is exact it will replace the old model entirely. Like I said, annoying but it worked for me.
I sometimes do the same process with 3dsmax > UDK.
I have a 'scene' with multiple objects in max > Export > FBX
When I import it into UDK it seperates the whole 'scene' into its sub objects (As it should) and it names them from the fbx file name (or what you specify).
So if the name is model1, it appends.
So model1, model1_001, model1_002. Something like that.
So, when I need to re-import it, I find the parent model > reimport and it automatically re-imports all the sub objects with it.
I've never used ASE. I learn't the process for fbx and have been using it ever since.
Crap, and I wanted to show example of what I mean, and now I can't get it to do it wrong! Argh, typical.