Hello everyone. I've had this UDK Tools script around for awile now and recently polished it up into a Python version that I believe to be a more useful tool. It's free.
Features:
- Ability to quickly switch between the UDK grid and the default Maya grid
- Custom grid division settings
- Transform tools for positioning meshes and/or pivots in level designer friendly locations
- Quickly create useful references
- A Unreal Unit/standard unit real-time float field calculator
- Batch Exporter that uses an FBX preset file and can automatically position your mesh for export, then place it back to its original location in your scene.
Additions to version 1.1 based on user feedback (see help file for full details):
* Automatically loads FBX export preset file when the script is run
* Basic UI coloring for clarity
* Object/pivot transform now separate tools
* Auto load of custom references with buttons for each
* Batch export prefix/suffix option
* Stacking transform tool
v1.11
Bug Fix: Float and int fields can now be updated with either the regular or num-pad enter keys
v1.12
Feature: Added option in the 'Settings' dropdown to keep custom grid color settings or use jbUDK Tools grid color settings
v1.20
Update: UI now works with Maya 2013.
v.1.30
Update: Updated for Maya 2014
Latest version (1.30) can be downloaded
here
Help file is
here
Replies
Ah. yeah I tried figuring out an elegant solution to the user defining names but didnt come up with any when I made an fbx exporter for unreal. The reference bit is definitely a nice touch. :thumbup:
maybe a button to add the collision prefix for fbx export would be cool to have too.
also for the reference option a user-definable mesh would be nice, since a lot of people exported out one of the default UT3 characters, or they have there own player mesh.
overall nice script, the batch export, with the auto pivot positions is really nice when working on modular environment assets.
add that too the import features UDK already has for FBX, such as lodgroups, and importing of referenced materials, and textures, and the UDK pipeline is getting pretty dam efficient and fast.
Totally agree on the UCX naming. I'm thinking: take the name of the first selected mesh and apply it to all subsequent selections as 'UCX_firstSelectedMeshName_number'. I might prefer this to a guided dialogue.
User definable reference is a great idea. I'm thinking .ma, .mb or obj.
btw... the batch exporter is in it's infancy and while it works well for lots of meshes, you'll have less luck with LOD groups. That's worth thinking about.
i just selected the LODGroups from the outliner when added them to the batch export instead of clicking the object in the scene.
oh my FBX export preset, didn't seem to survive a maya restart, is there a way to make it remeber that, or maybe a parameter to launch the tool with that selects the preset file.
The FBX export preset needs to be reloaded every time you restart the script. It does default to your current project location so I keep my presets in there but it currently won't auto load it -- I'll look into adding that.
as far as the fbx preset file, maybe something as simple as a launch parameter for the tool, since im sure most people are firing it up via a shelf button anyways.
going to do some more testing, tomorrow when i have a good amount of time, and will post any bugs, or possible features for you.
* UCX collision naming
* Batch export prefix/suffix option
* Load FBX preset file automatically
* Custom reference mesh loader
* Stacking -> DONE for v1.01. Nice bounding box stacking as opposed to the quirky Maya align stacking.A pain to do but I like the results.
it's really nice how i can select a whole group of objects for export and it does it as 1 fbx, since that allows me to easily export with out combing meshes into 1 object.
i expect to be working on UDK environment sometime next week, so will give this a try while im doing that, and make sure texture and material references, and lods and everything still exports fine, with larger scenes.
sofar don't really see anything new feature wise but what was already suggested.
A really usefull tollkit.
I ´m going to download, and use it in the next asset for my proyect.
Nice stuff jbuck!
I decided to go ahead and make a max version since people were asking for it.
download here!
:P
One request, maybe this is something I haven't figured out how to avoid : Why does it always ask me the path and open the FBX export window as soon as I do an export? This is wasted time as usually I'm always keeping the same settings. It would be good to be able to set the path once and for all, and bypass the FBX export window, this would really speed things up as exporting would really be a one click solution once everything is set up.
maybe having it export to the same directory that the scenes MB is in, or a sub-directory of it. like scenedirctory/export.
@Bal -- it's asking you where to put the files on export every-time because I didn't look into a way to "remember" where you last exported to. It does, however default to your current project. Would be easy to have it pick a folder from there or create one -- prob better to have it "remember" where you last exported to though? FWIW, having to choose a folder on export seems to be the system default for all exports, especially since it overwrites whats in the directory.
Also, I think autoloading FBX presets would be helpful. Maybe from the root location of the active project?
Thanks for the feedback!
The latest Maya 2012 hotfix or service pack seems to address an issue with the MEL filedialog2 function which I use for file-browsing in this script. On at least one of the systems I tested on I had to update Maya to get the FBX settings to load properly.
V 1.10 adds:
* Automatically loads FBX export preset file when the script is run
* Basic UI coloring for clarity
* Object/pivot transform now separate tools
* Auto load of custom references with buttons for each
* Batch export prefix/suffix option
* Stacking transform tool
Please get back to me with bugs.
Yeah for me each time I click on export, it pops the FBX box open again, weird, I'm using
Maya 2011 hotfix 3 x32, on Windows 7 x64. Haven't gotten around to trying it on Maya 2012 yet.
Will try the new version asap, looks good!
Lots of downloads so far, the majority of them initiated from Polycount.
Bug Fix: Float and int fields can now be updated from either the numpad or regular enter key.
Download Here
Support for grid axis and number colors would be helpful though. When I hit one of the plugin's grid presets it resets the colors back to maya's almost invisible gray.
Do you have custom grid colors set? The script sets grid colors based on what I thought was most appropriate for the settings and default background but they will overwrite what you have set. Should be simple to add an option to leave the grid colors/numbers alone when toggling grid settings -- do you think that would solve the issue?
Download location is the the same: jbUDK Tools v 1.12
when ever i try to set the FBX export preset file, it just does nothing and gives me a error.
here is the console output for running the script, and trying to set the file.
Those aren't errors, just messages. When jbUDK Tools is launched it looks in your current Maya project folder for a few things: 1) An FBX preset file, 2) a folder called UDKreference. If you want to access these things automatically when you run the script you should set your project first and make sure they exist.
The FBX preset file can be created in Maya from the FBX exporter and has the '.fbxexportpreset' file extension. See the help file for details. To have the FBX preset loaded automatically when you run the script, put it in the root of your active Maya project. You can also manually load an FBX preset file but you'll have to load it again each time you run the script.
jbUDK Tools can also create a button for each .mb file in a folder called 'UDKreference' in the active project. Handy for dropping down references or assets in your spaces.
Get back to me if more info would be helpful.
since in a lot of cases neither of those are suitable.
* Resolves the UI issues with Maya 2013 yet maintains compatibility with Maya 2011 and 2012.
Latest version can be downloaded here.
Please let me know of any bugs/issues.
any help?
Im getting the error while trying to export individual or batch.
If I try to export batch same error appear again.
# Error: RuntimeError: Invalid file type specified: FBX export #
http://cgartistry.com/help/jbUDKtoolsHelp.html