In Maya i have to define where to export the fbx first with:
File - Send to unreal - set unreal project
Here i am not sure what folder exactly i should choose so unreal detects changes on meshes automatically.
I can select the rootfolder but its no help because it creates an "import" folder which is not visible in unreal editor
i cant select "...\unreal_project_root\Content\Assets\Meshes" it says "Please select a valid unreal project"
What is the right way?
Thanks in advance
Replies
In other words : put your trust in Epic, not in Autodesk. Just export your FBX to any location you want, and UE4 will allow you to reimport it at any time, automatically or manually.
but why is the option available than anyway? does it have any dis/advantages over the normal export?!
I saw that the orientation was fixed automatically when using approach above.
How should one handle the orientation when exporting manually?
--
i actually found it in the xport options when exporting fbx, it is under advanced - units - axis conversation (pretty good burried ^^)
again thanks alot, the manual way is fine for me, because unreal does check updated meshes
Personally I rather use scripts that fit my particular workflow. It doesn't take much to create them and once you do, they're great.
You can...
Tons of stuff that make your life way better than the send to button could ever do.
thanks alot.
The idea with move to orign export and move back thing sounds pretty dope! How is that possible via script? Sounds somewhat complicated!