Hi guys!
I searched over forums but couldn't find straight answer, is it possible to use fbx as the only format for bringing 3dsmax models to UDK? There were random posts from people having different problems with it and no solutions.
Personally when I’m trying to import skeletal mesh to udk it seems that no smoothing groups imported. Is there a way to make it work?
Replies
I can't believe I'm the only man who have this problem.
ah ya sorry, it was pretty early when i wrote that.
MAYA FBX EXPORT SETTINGS:
Select the root bone, all meshes attached to the rig and then hit export selected.
Make sure smoothing groups as well as tangents and binormals are checked. Although epic claims you need to triangulate your mesh, it is not necessary to check this box. The UDK will do it for you.
TO GET HARD NORMALS IN UDK:
On import, make sure skeletal mesh --> advanced --> split non matching triangles is checked.
IF YOU GET "IMPORT FAILED" ERROR IN UDK:
Chances are you have multiple bones in your rig. Make sure skeletal mesh --> advanced --> import meshes in bone hierarchy is turned on. If this box is not checked the UDK will attempt to read your meshes as bones.
Hope this eventually helps someone -- there are so many options when exporting/importing skeletal meshes as FBX files!
I usually drop my object to a mesh before export as this ports the smoothing groups a lot better in my opinion that or my smoothing group assignment has gotten a lot better in recent weeks
Been having some issues trying to import a mates spinner model into UDK.
It looks fine in Maya, but after I've cleaned it up, made sure it was the right scale, with appropriate vertex normals, frozen transformation, deleted history and triangulated.
I'm still getting some whacky results:
What version of Maya? Do you have have the latest service packs and FBX plugin installed? What does it look like when you re-import into Maya?
You might be bumping into the static mesh vertex limit of 65K. http://udn.epicgames.com/Three/FBXStaticMeshPipeline.html#General%20Setup
I'm using Maya 2014 service pack 2. I've tried different FBX file formats (2014/2013/2012) all of which were binary. And I am sitting around 35,000 tris
I have looked into non-manifold geometry, cleaned is up a little, not too many problems. Do N-gons cause problems? I'm only presuming 'no' because I end up triangulating it all anyway.
and thanks beluga for sharing that, it looks like we have slightly different export/import options but I did follow it as much as I could:
Something to consider, my UVs are showing up fine within the file, but just not on the mesh. It turns black when I add the material:
Also make sure all your UV verts are in 0-1 space.
And maybe uncheck Remove Degenerates. It looks like the windshield was build double sided. If there are verts on top of each other they will be removed. That might be causing the fragmenting there.
Now I'm even more confused hah!
Feel free to have a look:
Spinner FBX
The good news it that I fixed the UVs, they had a 2nd channel for no apparent reason and UDK didn't like the idea.
So the textures work, it's just the geometry is a little funky
Fingers crossed it stays okay.
But for now its golden, cheers guys for your help
Check it out here on the content browser:
I'm new to UE4 and having FBX export/import issue.
when imported to UE4, some geometries were missing, although I had selected all the necessary geometries and bind joints, exported them from Maya 2014 to FBX 2013.
any hints on this issue?
thanks in advance.
@ nubitol -- make sure your mesh is the correct scale. if your mesh is super tiny you will lose your geometry due to precision errors. Other than that, make sure you aren't importing ten billion tris. I'm not sure what the max vert count for UE4 is, but it was around 64K tris in UE3.
@ peteHawk -- do you have more than one UV set? Also, if you import your meshes with hard edges it will double or triple your very count. Make sure your mesh is smooth