Was trying my ass of to script this but it is such a pain that I decided to just use a macro.
Many of you might know it but it is very fast and silent (zero interaction).
#LXMacro#
scene.saveAs "H:/" fbx true
H:/ is the location of your choice. Mine is H:/UE4 Game Dev/TESTERS/Content/Geometry/Meshes_tmp/"
Only con is that it does not create a new file but your mesh name stays intact, but if you are prototyping,blocking out levels,testing meshs, baking normals in modo it saves all the extra steps of naming and saving your mesh(s) each time you make changes. The pro is you get to keep all your undos in modo.
If you have export selection with hierarchy in your FBX settings it works a treat, means you can export any mesh or a group of meshs silently. Works great with marmoset 2.8 as they have added auto update for meshs and of course UE4 (no need to reimport as ue4 updates the mesh for you).
Set to a hot key = bada bing bada boom :poly121:
Cheers
Replies
Let me check this one out and i will tell you what i think about it.
http://www.polycount.com/forum/showthread.php?p=2284102#post2284102
The FBX file names are taken from the layer names.
You can specify an argument for the output directory (or it'll ask you to pick one if you don't).
http://www.farfarer.com/temp/exportFBX.zip
e.g.
@exportFBX.py \Project\Models
:poly121:
Example: @exportFBX.py /UnrealEditor\Imported\Meshes
Also if by mm_saveLayersAs you mean the right-click option that was intergrated; that seems to work in 901 fine for me; in what situation is it broken for you? For export I'd just been using that right-click option with multiple items + export separate files and overwrite prompts disabled. Seemed pretty fast and flexbile, though since I don't jump around projects too much I suppose I could use the macro and skip the dialogue.
Also way off topic but it's been bugging me: What's with FBX2006.11 export being removed from 901? I kinda needed that... there's some other odd stuff but I won't rant here too much.
Currently if you don't give it a real directory, it won't export.
I used /UnrealEditor\ and not \UnrealEditor\ because of the smiley threat :poly114b:
I'm not too sure why but mm_saveLayersAs doesn't react i press export layer but nothing happens. It's properly installed like every other script but since ver. 901 i haven't been able to use it.
Yes, it's not possible to load from the command with custom dir when it's activated in Modo. And also when importing you have to consecutively press "import all" with many layer/objects. But nonetheless this is a beautiful plungin i'm really not complaining.
It was written quickly as a favour to someone else on here and thought it might be relevant :P