Just a little script i been working on for a while, that i use for creating quick collision hulls, and exporting to udk with one click, thought it could be useful to some maya and udk users. when it creates new collision hulls, it automatically follows the unreal UCX_ naming convention for collisions, and on export it…
Made a minor update to this too, now instead of just exporting the selected meshes, or the whole scene, there is the option to work with batch export from a list. I implemented in a way that the selection for the batch export is stored in the scene file and persistent between sessions.
Working like a charm on 2016.5. I wish it had sets, but I'm glad it at least works with groups, so I can just name the group to what I want my .FBX to be called and set the pivot of the group to where I want it to. This way I don't have to keep renaming the mesh every single time I want to export it, I just make sure the…
Thanks for the reply. Yeah, I grabbed it from github yesterday. I understand about the convex hull deal. I appreciate you looking into the error though. :) A "clear all" button would be pretty great, along with the ability to add a custom suffix or prefix to exported meshes, depending on their parent-child relationship. I…
Having the option to do it in the first place seems good enough for me. My original thought was to include it to not have to worry about the UCX_ naming convention for collision meshes, but I see that you're already generating the correct name when adding a hull from the menu (which is phenomenal, by the way). "Move to…
what are you thoughts, on custom suffix or prefix that you would like? also check out the new version 1.05 i just committed, and see if it fixes the duplicate problem as well as the attribute error that happens when trying to remove said duplicate. also look into the centering behavior, it should center things to the…
Sorry for the late reply, Passerby. I just grabbed the latest version and tried testing it. I wasn't able to add any objects into the export list in the scene I'm working in, so I started a new scene, created some primitives and tried adding them to the list. Looks like I'm only able to add objects that have a collision…
Nother bump here. Any plans on updating this for Maya 2016 ext2? I just messed around with the plugin (which is fantastic, by the way) and ran into some issues with objects showing up twice in the export list, as well as not being able to remove objects from the list on occasion. Here's the error I get: # Error:…
Hey, sorry for the late reply. Yes, I'm using on Maya 2017. weirdly, I just installed on my brand new laptop and didn't need to load the DCC plug-in the plugin manager. I just dropped the pbUDK-master folder in the Maya version folder and loaded the script through the script editor and it worked np. Cheers.