Hi,
This is the first time I work making a Blockout phase and I got a problem about transitioning from Maya to Unreal.
At first, I made my blockout scene in Maya, then, I selected all my assets and export selection in one fbx file that.
Once in UE5, I imported the file that contained all my assets, selected all my assets and drag & drop them into the viewport so all objects are in the same position that my blockout scene in Maya.
The problem is, all of my pivots points are not like they was in Maya (They are in the center of the scene instead of being in the center of each objects.
The only solution i got is to place each asset in the center of the world in Maya before exporting to have a good pivot point in UE5, and do it for each object.. But what is the point of doing a blockout if I have to set up all again in UE5 ?
Replies
Using it at home has been pretty miserable as well, the main issue is that using UIDs instead of names prevents you from telling which file is which
If a process such as building HLODs fails and you have other changes that aren't committed (pretty normal since breathing at the editor makes changes) you have a hell of a job ahead of you working out what needs reverting and what doesn't.
it's a great idea - it just requires that everything else works properly. Not sure I'd recommend it - but then again you don't really get a choice if you're using world partition
your approach overall is very much determined by whether you're gonna use world partition or not though.
if you are, you have access to data layers which allow you to organise your work into blockout / gameplay layers and so on. you also don't have to worry about collaborative working since OFPA eliminates basically all the problems associated with it (in theory, see my post above)
if you're not using world partition, you can still use level instancing