Amatobahn, nice of you to share this stuff. However I would recommend a slight change to your FBX export script! At the moment your script will delete any Turn_to_Poly modifier on top of the stack after running, not just the one which was added if they wanted to triangulate. I suggest you use a local variable to store the…
i cant really thank you enough for these great scripts. they are very helpful to me. I really appreciate your work man. I dont know if this is possible with the current FBX exporter, but sometimes you want to select all your meshes and export them all individually with on click. That would be really great.
Well, today I had problem with your script. When I exported something and then in UE4 I tried to reimport mesh, UE4 Editor goes freezing and after few seconds it crashes. I tried again after restart, but then I had info "Failed to import". When I use standard exporting method everything works fine.
Hey just wanted to say thanks for this super handy tool Amatobahn! I also have a little question : When I export using the fbx export option, I get my collision box moved to the origin as well as the mesh. Am I doing something wrong or is it something with the tool? Thank you very much again Nico
Hey all, Finally finished the complete toolset! I have put it up on Gumroad so I can push out updates through their platform, which is neat. You can view the tool on gumroad HERE. GREG'S TOOLS v1.3.7 An aid for artists in 3dsMax by allowing the user to utilize the following functions: ☼ UE4 Scene Setup: Set's 3dsMax System…
For Pogo's issue you should change line 156 to directory = getSaveFileName caption: "Export FBX" types:"FBX(*.fbx)|*.fbx" Cool stuff :) This was something MoP suggested way back when I made one of these for Maya but in Max you can store custom attributes on objects. So you could store the path for the object for rapid…