Kyle, For a quick fix: Line 191 - change the entire line to: max select
I'll include this in the next update sometime tomorrow. (Saturday)
But I'll show you all the newest feature:
I have added a new Quick Launch feature to allow the ability to launch four of your favorite applications right from the tool. Will allow to launch any app, really. Comes in handy more than I thought it would.
I've also fixed some very tricky bugs, and added a refresh button to the export list for when certain cases come up, like switching to a new file.
Hey man, I just tried the latest version and I can't get it working on Max2016.
Added an object to the list, clicked Export then clicked Export Single Object on the dialog and I got this error: http://imgur.com/07hrUOd After that, the Object just sits in 0,0,0 with a Turn to Poly modifier.
[HP] Sorry for the very delayed response. I didn't get ping'd when you messaged on Polycount. I will take a look and see what the issue is during lunch at work since I don't have 2016 at home.
Wanted to thank you for this script, got it today and it seems like a very nice set of tools, I'm trying to get started with my first UE4 scene and I can already see this making things much easier for me!
I've tested it for a while and after tinkering with most of the buttons, and tweaking it a bit to my taste, I've noticed a few bugs, and came up with some suggestions, so I'll just spam it over here. :P
Bugs
Script thinks several objects are selected when no objects are selected on single object export.
cui.RegisterDialogBar triggers an error if toolbar button is pressed when script is already open, it would be nice if it closed the window instead.
If selected object is not in the UE4 Export list, single mesh export fails with an exception error (not sure if caused by me tampering with the code).
Adding several meshes to the UE4 Export list at the same time seems to cause incorrect warnings saying some of the meshes are already added. Seems to show a warning for all meshes except the one it processes. Everything works fine though.
(minor) Dock button doesn't change to Dndock when window is manually draged to dock. cui.getDockState might help.
Sugestions
It would be great if the height of the dialog was fluid when docked to use space better in some situations.
In unreal 4 I think the size of the reference box should be 200^3 instead of 64x64x196, that way it will align with the default 10 unit grid. When adding a mesh it would be nice to select it and zoom to it in case world origin is not in view.
Script thinks several objects are selected when no objects are selected on single object export.
cui.RegisterDialogBar triggers an error if toolbar button is pressed when script is already open, it would be nice if it closed the window instead.
If selected object is not in the UE4 Export list, single mesh export fails with an exception error (not sure if caused by me tampering with the code).
Adding several meshes to the UE4 Export list at the same time seems to cause incorrect warnings saying some of the meshes are already added. Seems to show a warning for all meshes except the one it processes. Everything works fine though.
(minor) Dock button doesn't change to Dndock when window is manually draged to dock. cui.getDockState might help.
Sugestions
It would be great if the height of the dialog was fluid when docked to use space better in some situations.
In unreal 4 I think the size of the reference box should be 200^3 instead of 64x64x196, that way it will align with the default 10 unit grid. When adding a mesh it would be nice to select it and zoom to it in case world origin is not in view.
It would be nice it store in the ini file the stat of each pane of the main window (expanded or collapsed).
Thank you for the very descriptive feedback Yogensya!
I will definitely go about fixing all of those issues, on top of the issue that [HP] posted above about the export single. I should hopefully get it done soon however I am about to be moving locations so I may have a bit of down time from now.
I based the initial reference box off of the Shooter Demo character back when UE4 first became public (which I think sits the character at 6'4). I can adjust that when I address all the other issues!
Hi. Great tool. I use it all the time, but I either can't figure out the process for exporting collision or it's not working. Can you please post a step-by-step on how to export meshes with collision? Much appreciated. Thanks.
The export tool places a parent node at the pivot when setting up the collision mesh for export. Usually I would parent the collision meshes to the static mesh, move the static mesh to world origin, select the static mesh and collision meshes, and export, then set it back to its original position.
The way the tool sets up collision, the collision meshes are parented to a node instead of the static mesh. As far as I can tell, there's no way to export the collision with the mesh the way tool sets it up. Do I mark the node for export and export that out? Hopefully that all makes sense. Any help would be greatly appreciated. Thanks.
Okay, so I exported the node which the UE4 tool names UE4_MODEL. I can mark that node, which adds it to the marked list for export. The only caveat is that all of the nodes are named UE4_MODEL and it won't add them all to the list because they all have the same name. If I rename this node, the collision does not export, which means I have to add it to the list, export and then remove it from the list and add another node. I'd like to be able to batch export all the meshes because I have like a 100 meshes to export. If anyone has problem solved this issue please let me know.
So I just got my hand on this script , was pretty happy bout it cause max FBX save and edit doesnt work and you have to set it manually each time , but I cant export the assets using this script either .
This is what it is giving me
its seams to be the same problem has HP posted on december 2015, any chance you got a fix on that ?
Hi I'm still unable to load the tools in Max 2016 although I put the file in /Program Files/Autodesk/3ds Max */scripts/Startup or I open it from Run Script. Please help!
I've been using Tom Shannon's script pack for a long while now and it's fantastic. Can anyone comment on what extra features Greg's tools have?
Cheers.
Does it work with groups with collision and LODs models inside as well? Currently at work, so can't test it right now. Also, I believe that the reset to 0 option is a bit redundant in the newer UE4 version.
Replies
I'll include this in the next update sometime tomorrow. (Saturday)
But I'll show you all the newest feature:
I have added a new Quick Launch feature to allow the ability to launch four of your favorite applications right from the tool. Will allow to launch any app, really. Comes in handy more than I thought it would.
I've also fixed some very tricky bugs, and added a refresh button to the export list for when certain cases come up, like switching to a new file.
Added an object to the list, clicked Export then clicked Export Single Object on the dialog and I got this error: http://imgur.com/07hrUOd
After that, the Object just sits in 0,0,0 with a Turn to Poly modifier.
Wanted to thank you for this script, got it today and it seems like a very nice set of tools, I'm trying to get started with my first UE4 scene and I can already see this making things much easier for me!
I've tested it for a while and after tinkering with most of the buttons, and tweaking it a bit to my taste, I've noticed a few bugs, and came up with some suggestions, so I'll just spam it over here. :P
Some of the changes I suggest I've done myself, since I know it's not a good idea to clutter the script with stuff and they are just ideas.
The way the tool sets up collision, the collision meshes are parented to a node instead of the static mesh. As far as I can tell, there's no way to export the collision with the mesh the way tool sets it up. Do I mark the node for export and export that out? Hopefully that all makes sense. Any help would be greatly appreciated. Thanks.
Thanks.
This is what it is giving me
its seams to be the same problem has HP posted on december 2015, any chance you got a fix on that ?
Would be appreciated
Cheers.