I am sure it varies wildly from studio to studio and engine to engine. I have worked in places were it's near instant and I have worked in places where it involves a programmer and can take a day or two. Except for Unity these have all been proprietary engines. I feel like this is something that can make or break the arts.…
Damn good point, and one of those things that should be way high up on the list of things 'that just have to be in place' Its been a bumpy road for me, coming from an Unreal Engine 3 studio where things where fairly quick to at least see from max into the editor - to then going to Trion who used a custom gamebryo pipeline.…
working at a gamebryo studio - we have a tool that lets us preview characters fairly fast BUT what we see in Max is pretty close to the end result so I really just use it to make sure nothing blew up on export. The initial creation of requires you to generate an xml file but afterwords we just overwrite the nif and refresh…