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Thread: m2u interactive sync script for Maya -> UE4

  1. #1
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    m2u interactive sync script for Maya -> UE4

    Hi there,
    I'm currently working on a UE4 implementation to interactively sync Maya's... let's say "level building data".

    I started the original m2u (short for Max/Maya to UDK) over a year ago with a friend as a student-project, as the name says, for UDK.
    It was quite a hassle communicating with UDK via the windows-UI

    But UE4 has full source code access, so this should be much more powerful in the long run. To get an Idea of what I'm talking about:


    features you see in the video:
    - syncing the persp viewport camera
    - fast fetching selected objects from the Editor (uses ExportSelected to FBX)
    - syncing transforms of objects
    - duplicating of objects
    - hiding/showing of objects (a bit buggy)
    - deleting objects
    - parenting of objects (still very WIP)
    - renaming objects (unused and used names)


    I'm actually working on this for my master's thesis, but that means I have to write the nonsensical text-stuff soon, so I won't have much time to actually improve the code until the end of August.

    I will keep you posted, and I would like to hear from you guys what you think of it, what you think the most necessary features would be and so on.


    what's under the hood?
    m2u itself is a modular python script
    the UE4 frontend is a c++ editor plugin
    communication between the python and UE4 side is done via a TCP port

    Maya? I'm a Max-user!
    Sorry to hear that
    My focus is currently only on Maya->UE4. But m2u was planned to be completely modular. We had a very basic 3DsMax implementation for the UDK version. Technically it is possible to write an implementation for any 3d-Authoring Program out there as long as the calls to the python library with the necessary data is made. Maybe my Friend who worked with me on the first m2u will get onboard when he has more time to spare, maybe some other guy will make a Max-implementation when the whole project is a little bit less WIP, we will see

    Can I take a look at your code?
    Of course, I have nothing to hide.
    The m2u python scripts are here: https://bitbucket.org/m2u/m2u/
    I'm currently working on the feature/ue4 branch, the develop branch will always be updated when certain features have been added or bugs have been fixed. The master branch will only be updated when a bigger set of features is working as expected on mac and windows. So, when you want to try this, always check out the develop branch
    The plugin code is here: https://bitbucket.org/m2u/m2uue4plugin
    This code is very monolithic at the moment. I don't have time to do nice refactoring currently, but I definitely will!


    EDIT:
    More videos:
    https://vimeo.com/102053975
    https://vimeo.com/103139039

    Feature Status:
    working:
    - syncing the persp viewport camera
    - fast fetching selected objects from the Editor (uses ExportSelected to single FBX file)
    - syncing transforms of objects (now correct even with modified pivots)
    - duplicating of objects
    - hiding/showing of objects (due to the nature of how isolate select works in maya, this may not always be 100% correct)
    - deleting objects
    - renaming objects (unused and used names)
    - syncing display layers (a bit buggy sometimes)

    work in progress:
    - a modular pySide based UI (some of the pipeline-tasks depend on this)
    - allow and auto-detect Maya-Y-up space
    - getting 'known' meshes from the file system (importing the fbx file associated with a static mesh by checking the project structure on the file system. This allows to build levels in maya, and send the whole stuff to UE at once)
    - sending 'new' meshes from maya to UE (export to fbx, create asset, place in level. Thought further, this allows to quickly edit meshes and get the changes in the engine with one click)
    - getting 'unknown' meshes which are not on the file system but exist as static meshes in UE
    - parenting and grouping of objects
    - support for other objects than meshes (namely lights)
    - making mass operations like selection and duplication faster (currently only one operation per tick)

    to be investigated some day (no idea when I will come to this):
    - transferring collision data (UCX prefixed meshes)
    - transferring dependent textures (automatically import/export)
    - sending skeletal mesh posing data (interactively get posing response in engine viewport when editing animations in maya)
    - syncing cameras on playback (for creating camera paths in maya and seeing an interactive preview in the editor)
    - two way interactive sync for simple stuff like selection (select something in UE will select the same in Maya)
    - ...




    Please tell me what you think of it
    Last edited by alfalfasprossen; 08-12-2014 at 05:42 PM.

  2. #2
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    This is great, i would use it on a regular basis. What are the limitations on scene size? Any idea on when it will be finished and how much will it be?

  3. #3
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    awesome work! very impressive, that's going to be part of my workflow now.
    Last edited by Laserman; 07-23-2014 at 06:35 PM.

  4. #4
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    Heck! That's awesome. I'll definitely need to give this a go, once I have some free time. Thanks for sharing and looking forward to seeing more!

  5. #5
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    Samaritan
    Join Date
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    This is amazing work. Well done. It's definitely going to help a lot of people save time editing meshes in the projects.

  6. #6
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    Unreal Engine Support
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    Fantastic job alfalfasprossen! This is for sure going to be a time saver for users. Keep up the great work!

  7. #7
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    What wizardry is this? Looks really interesting! So does this work with UE4 brushes or what would be the general workflow of laying out a level like this?

  8. #8
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    Unreal Engine Developer
    Join Date
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    Exciting, looking forward to seeing more.
    Tim Elek - Sr. VFX Artist Epic Games

  9. #9
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    This looks amazing! Sent it to the animators and riggers and everybody was pretty excited at the possibilities.
    Gavin Moran
    Snr. Animator
    Epic Games

  10. #10
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    Unreal Engine Developer
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    !!!

    Awesome.

  11. #11
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    thx for the nice comments

    Did some investigation into DisplayLayers today, maya doesn't provide many callbacks, when it comes to that. That means we are in for another session of CommandCallback and string-parsing

    This is great, i would use it on a regular basis. What are the limitations on scene size? Any idea on when it will be finished and how much will it be?
    Good to hear
    Limitations on scene-size? It will only be a matter of performance. The more objects are synced, the more communication and especially executing commands will have to be done. So in theory there is no limitation of how much stuff you can transfer or sync, it may only take some time for the job to fish.

    When will it be finished? Don't know if it will ever be "finished"... there will probably always turn up new features to be implemented. If the current state is all you need, just grab the code and compile it for yourself Until all the features are built in that I currently have planned... probably in two months or so (won't have much time for programming next month)

    It will be free, at least I currently have no plans on monetizing it... maybe if I come up with the-ultimate-feature™ I might think about it, but... I'm more a friend of free-stuff to help people make good games

    What wizardry is this? Looks really interesting! So does this work with UE4 brushes or what would be the general workflow of laying out a level like this?
    Currently it uses the existing static meshes from a Level (export to FBX, import in maya) and syncs by the name of the objects. So for laying out a level you would currently at least have to start by placing the required static meshes in UE first.
    Moving a whole scene from maya over to UE with one click (or maybe a few more) is planned for the future.

    I will keep you posted

  12. #12
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    a little update


    Batch export meshes from maya.
    this will check objects for an "AssetPath" attribute, which points to an .fbx file for this mesh, relative to the project's asset-source directory. (You will be able to set that directoy through a UI or settings file in the future) If no path is given, the user's Temp-Folder will be used. (That's the darn long paths you see in my video, OSX temp directories). If no "AssetPath" attribute is found (because the meshes were not created with such a pipeline in mind), the script will autogenerate one based on the name of one of the same objects. Object matches are identified by checking the vertex-topolgy.
    All that information has to be presented to the User in a UI, but currently there is none. So just automatic export to temp-directory for now

    Silently automatically import fbx files as assets in UE.
    The script will tell UE which .fbx file to import to which location in the projects content path ("/Game/...").
    Silently means, that there are no popup-dialogs from UE asking about static-mesh settings or overwrite-warnings.
    Problems, like overwrite, may be send to the script-ui (maya-side) to ask the user what to do, depending on user choice. Especially giving the user the option to change the name of the file/asset. This is not implemented yet, because there is no fancy UI for maya yet.
    Internal FBX-import problems (errors while importing the mesh) will still cause popup dialogs in the Editor.

    Automatically assemble the level.
    With all assets imported, it will create a new Actor for each mesh sent from maya.
    All objects in maya using the topologically same geometry will reference the same static mesh. (the info for that is taken from the "AssetPath" attribute)
    The object names in maya have to be unique within the scene! Nested Transforms are not interpreted corretly! In short that means: NO GROUPS. Make sure all your objects are parented to the world only.

    this will allow you to switch between interactive syncing and sending (and in some future version really two-way-syncing) the whole level to UE.
    There is still some work to do to make sure that names between maya and UE will be synced. But if you just want your already built geometry in UE, the current version of the script should already be usable for you.

    The Batch-file parsing stuff shown at the end of the video was mainly integrated for JBaldwin's max-script.


    If you want to use it now, you will have to compile the plugin yourself. Possibly you will have to make changes to work with the UE4 version you are using, because I'm still on 4.1. I think I will be able to update to 4.3 this weekend.
    get the tag from here: https://bitbucket.org/m2u/m2uue4plugin/commits/tag/v0.1

    To get the maya script, get this tag:
    https://bitbucket.org/m2u/m2u/commits/tag/v0.2

    put the m2u folder somewhere maya can find it (maya script path) or add the path to sys.path
    and execute this in mayas script editor (python of course)
    Code:
    import m2u
    m2u.core.initialize("maya","ue4")
    
    from m2u.maya import mayaInternalUI
    mayaInternalUI.createUI()
    I will keep you posted
    Last edited by alfalfasprossen; 07-29-2014 at 04:24 PM.

  13. #13
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    This looks insane! I'm sure this would benefit a lot of people, working like this would significantly speed up a modular workflow.

  14. #14
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    This is very very cool, I am tempted to try and port it to Cinema4D (why is there not more hours in a day!!)

  15. #15
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    Samaritan
    Join Date
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    I am tempted to try and port it to Cinema4D
    any news?

    thank you

  16. #16
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    I following your works with a big interest. Keep going =).

  17. #17
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    Absolutely amazing. As an old follower of Norman I am glad to know someone else is taking over the task of finishing this. Keep it up!

    edit: Also this will import correctly collision models along with the assets and correctly collide in UE4 right?
    Last edited by SammVarnish; 08-02-2014 at 10:56 PM.

  18. #18
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    I am tempted to try and port it to Cinema4D
    please go ahead, all you actually need to provide is a cinema4D python implementation for m2u (and, until there is a UI built on pyside, a cinema4d internal UI) please check out the m2u repository or fork it and get going. (cinema4d can talk python, right? if not, you probably would have to write something standalone up to the point where commands are sent over the TCP port)

    Absolutely amazing. As an old follower of Norman I am glad to know someone else is taking over the task of finishing this. Keep it up!

    edit: Also this will import correctly collision models along with the assets and correctly collide in UE4 right?
    Yes, the old work of Norman was our initial inspiration to do start the project back then in UDK times. We wondered why Norman never continued his work, probably had something else to do
    Collision is not actively supported currently, but since it is natively implemented in the UE-FBX-pipeline it might work out-of-the-box or shouldn't be hard to get working. But there are other parts I want to look into before that, since the main idea of m2u is that configured assets already exist on both ends of the pipeline

  19. #19
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    What happens if you move the pivot point from the model or create a group ? The sync is broken or ?

  20. #20
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    I got the pivot thing working two days ago. This also works in hierarchies, as long as the hierarchies are the same in the UE.

    Grouping...
    The problem is, UE has only a very... simple... implementation for hierarchies (aka. nested transforms, grouping, attaching) because they obviously decided to go for the horrible invisible-locked-groups-thing from 3DsMax

    Objects in a hierarchie in UE will not be duplicated, when the parent is duplicated.
    When I send a transformation to UE it has to be relative to the parent. If the parent does not exist in UE (or the object is not attached to that parent) the transformation will be off.
    Therefore, groups from maya have to be mirrored in UE by creating an empty transform, for which there is no real useful actor there.
    I could create StaticMesh actors without a mesh... they will be displayed as a warning in the analyze window when building the level.
    I could create a Note actor instead... they will be displayed as a Note in the analyze window.
    Both options are annoying.
    The other actors possible would be TextRenderActor or TargetActor, which both are dynamic, and thus you cannot attach static meshes to them.
    Creating a StaticMesh Actor with a static mesh but setting it to be hidden in Editor and in Game could be another solution, but those will show up in FBX files when exporting and so.
    Providing a "MayaStyleGroupActor" (all we need is a transform node) with the Plugin is no option because the plugin should be editor-only and not required for shipping the game.

    After testing a little, I came to the conclusion that it is possible to set Actor's mobility to static, via code, although it is hidden in the editor. So I will probably go with creating TargetActors for Groups and setting them tho static.


    The complete other solution would be to not reproduce grouping information at all in UE and always use world-space transformations, but I think grouping information is not only important for transformations, but also for cleaning up the outliner. That is why i will go with the TargetActor as an empty transform way. Until UE comes with a simple TransformActor that the user can toggle dynamic or static if that is needed for matinee animations or so.

  21. #21
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    Ok, I think it's not a big deal if the group & parent don't work for now. But my point is, if you have a "Mesh A" with a pivot point in the center of it, you duplicate "Mesh A" (in instance, I guess), but for some reason (honestly, I do that all the time) you need to change the pivot point just on one Mesh, what happens in this case ? All pivots move ? All Meshes moves in UE4 but not in Maya ? Something else ?

  22. #22
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    as long as you don't "Freeze Transformations" the actual origin of the mesh (the origin from which the vertex-positions are measured) will still be the same, no matter where you move the pivot(s)
    That means, I can always figure out how the actual transform of a mesh is, measured from that origin. This is also the position that will be moved to the world origin before exporting. So, the "mesh origin" will always match up between meshes in maya and UE, no matter where your pivots in maya are.
    If you move the pivot on one mesh, the other meshes will not be touched in the slightest.

    I will put a video up where I show that maya-pivot-hell now works, within the next few days.

    If you want to get the origin of a mesh to another position, you will have to freeze transformations. But that will actually alter the geometry, so two meshes, although looking exactly the same, will be different objects. But that is the point of freezing transformations, although some people don't know the consequences.

  23. #23
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    Ok great, do you plan to port your script for UE 4.3 (and more) or you stay to the 4.2 ? Speedy37 (our programer, he created the converter UDK to UE4) try to compile it for the 4.3 and he told me you used some private thing and if I want to used it, he need to upload a big file.

  24. #24
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    Very cool, i see this type of workflow being industry standard in the future, hopefully...

    It just makes sense.

  25. #25
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    Samaritan
    Join Date
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    Thank you alfalfasprossen. Yes, cinema4d can talk python. Unfortunately I'm not a programmer. But I'll try

  26. #26
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    Quote Originally Posted by alfalfasprossen View Post
    please go ahead, all you actually need to provide is a cinema4D python implementation for m2u (and, until there is a UI built on pyside, a cinema4d internal UI) please check out the m2u repository or fork it and get going. (cinema4d can talk python, right? if not, you probably would have to write something standalone up to the point where commands are sent over the TCP port)
    Yeah it does python fine, I initially thought I would deal with outputting the correct text file, just so happens I wrote a basic Python script about year or so ago for C4D to export positions of cloners for stadium seating..

    So with this, the in DCC plugin has to connect to a server that is running in UE?

  27. #27
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    Ok great, do you plan to port your script for UE 4.3 (and more) or you stay to the 4.2 ? Speedy37 (our programer, he created the converter UDK to UE4) try to compile it for the 4.3 and he told me you used some private thing and if I want to used it, he need to upload a big file.
    Not sure what he means, I only use Engine-code and my .dylib is about 500kB in size. But yes, I plan to visit a Friend tonight and use his unlimited supplies of internets to download 4.3 for my mac and my PC, so I might be able to supply a compiled .dll tomorrow or so, depending on how problematic the conversion to 4.3 will be.

    Yeah it does python fine, I initially thought I would deal with outputting the correct text file, just so happens I wrote a basic Python script about year or so ago for C4D to export positions of cloners for stadium seating..

    So with this, the in DCC plugin has to connect to a server that is running in UE?
    Outputting a text file would be a good start I think.

    The m2uPlugin (the UE plugin) will start a TCP listener (server) when the plugin is loaded. Currently the listening address is hardcoded (localhost:3939).
    On the m2u side (the python script). When telling m2u to "initialize" it is told which Program (Maya, Max, ...) it should load and which Editor (UEngine, Unity, ...) it should use. m2u will then load the modules for those if they exist (a folder named accordingly inside the m2u directory).
    Those Program and Editor modules have to provide an Interface, a certain set of functions that is common across them (which is currently changing constantly, because.. WIP).
    So all a Cinema4D module for m2u would have to do is, provide the correct interface functions (and a UI, until there might be a common UI across all programs) and internally make the correct calls to the Editor module's interface (getting the module using m2u.core.getEditor())
    The python->TCP->UEngine->DoStuff will then be handled by the ue4 python module and the m2uPlugin.

    If you, for some reason, don't want to adhere to the m2u structure, you have to make a TCP connection to the m2uPlugin yourself and send the correctly formatted commands, where the provided m2u implementation should be the reference.

  28. #28
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    Would certainly be great to have a working version for 4.3!

  29. #29
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    EXCELLENT WORK! This is one of the best things i've see so far this year!

  30. #30
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    thank you guys

    It took a while, fighting with Visual Studio, but I got it to work with 4.3 and 4.4 on Windows and Mac of course.
    ( I uninstalled all my old VS and reinstalled VS2013 again only to find out my Anti-virus program was the cause of UBT not being able to compile... )

    latest additions:

    - you can unleash pivots in maya, the transforms of the objects are taken from their actual origins now.
    - added display layer syncing, adding, removing, renaming layers and changing membership of objects. (a bit buggy sometimes)
    (- disabled parenting syncing until I will implement adding empty transforms in UE for maya's group transforms)

    A Note on Layers:
    Maya allows an object to be member of one and only one layer at a time. UE allows objects to be member in multiple layers, though the object will only be hidden if all layers of which it is member are hidden. When using layer syncing, a member-change will always tell UE to remove the object from all other layers. So we will force Maya's Display Layer behaviour onto UE here.

    A Note on Grouping / Parenting:
    You can use groups in maya and children of that group will be transformed correctly. But beware of duplicating groups or so, as there is no name-checking currently implemented for that case. Normally the children of a duplicated group in maya will have the same names as their originals, but will be prefixed (namespace) by their parent.
    so duplicating a group1 with children pCube1 and pCube2 will generate a group2 with children group2|pCube1 and group2|pCube2. This will cause any names involved in this to be unfindable in UE, so the sync will be broken until you make sure you rename the duplicated objects with unique names.
    In some future update, there will be a name syncing for duplicated children, but not yet.

    To use it:
    You will have to compile it yourself, because you have to make a change to one engine source file to compile on Windows!
    1.) get the tag from here: https://bitbucket.org/m2u/m2uue4plugin/commits/tag/v0.2
    2.) do the following change to line 7 in /Source/Editor/UnrealEd/Classes/Factories/FbxFactory.h
    from
    Code:
    class UFbxFactory : public UFactory
    to
    Code:
    class UNREALED_API UFbxFactory : public UFactory
    This will make sure that UFbxFactory class is exported from the library and the m2uPlugin can find it when linking to it. This step is not necessary on Mac, only on Windows!
    3.) recompile the Engine and the plugin.
    4.) start the Editor and enable m2uPlugin under the Editor tab in the Plugin manager. You will have to restart the Editor.

    For Maya:
    1.) check out the develop branch from here: https://bitbucket.org/m2u/m2u/branch/develop
    2.) put the path to the directory where the m2u directory is located to the python path and initalize m2u:
    Code:
    import m2u
    m2u.core.initialize("maya","ue4")
    
    from m2u.maya import mayaInternalUI
    mayaInternalUI.createUI()

    Changing the FbxFactory.h file should only be a temporary solution. I will either file a request to epic to make that change in a future engine version or I will have to copy more code from the UFbxFactory and derive from UFactory instead, but I would have to move my code to a repository on Github which restricts access to Users having access to Epics current engine repository, because that would be a lot of copy-pasted engine code then. We will see.
    Last edited by alfalfasprossen; 08-11-2014 at 05:25 PM.

  31. #31
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    Been trying to compile this unsuccessfully, so this comes at a great time. Even with the new version I keep having a problem with UBT where it complains about SlateCore:

    Code:
    Binding IntelliSense data... 0%ERROR: Exception thrown while processing dependent modules of m2uPlug...
    in
    ERROR: Couldn't find module rules file for module 'SlateCore'.
    Goes away when I comment out the SlateCore part in the build file, is that ok?

    Edit: ah never mind, I was on 4.1 by mistake. Trying on 4.3.
    Last edited by Gigantoad; 08-11-2014 at 06:44 PM.

  32. #32
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    If it builds successfully then it should be ok, i guess.
    I haven't had that error yet and I added the slate-references when I got an unresolved external symbol from some engine-class that uses Slate. But maybe adding SlateCore was not necessary.

  33. #33
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    Yeah compiled fine, thanks. I grabbed the Maya bit but can't seem to figure what you mean by this:

    Quote Originally Posted by alfalfasprossen View Post
    2.) put the path to the directory where the m2u directory is located to the python path and initalize m2u:

  34. #34
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    in a managed environment (pipeline), there are certain places where you put scripts, which are by default added to the pythonpath by maya. Those are environment variables pointing to certain directories (PYTHONPATH, MAYA_SCRIPT_PATH)

    If you don't want to care about setting up those paths (because you don't use many more other scripts or so), you can just add to the pythonpath within python by executing this:
    Code:
    import sys
    sys.path.append("C:/path/to/folder/in/which/m2u/folder/lies")
    so if you put the m2u folder into "C:/temp" then add that to the path, NOT "C:/temp/m2u"

  35. #35
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    Alright, now I have the m2u window loaded in Maya but it seems I can't connect.

    Code:
    # Error: m2u.udk.udkUI : No UDK instance found. #
    I have the UE4 editor running and the plugin is enabled. Anything else I need to do?

    Oh right, it's going to udk folder instead of ue4 for some reason?
    Last edited by Gigantoad; 08-11-2014 at 09:36 PM.

  36. #36
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    you need to run initialize explicitly with the parameters telling it to initialize for UE4, not UDK (which still is the default in code, maybe i should remove default parameters from that function)
    Code:
    m2u.core.initialize("maya","ue4")

  37. #37
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    This is looking amazing! Any plans to support the collision authoring tools in the editor? Right now the interaction tools and camera controls are pretty rough in some of the tools. This could help out with that tremendously!

  38. #38
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    Ok so connect seems to work, but using "Sync Camera" or "Fetch Selected" results in Maya freezing and me having to kill it in Task Manager. And "Send Selected To Editor" produces:

    Code:
    # m2u.maya.mayaCommand : found 1 selected meshes
    # m2u.maya.mayaCommand : found 1 untagged
    # m2u.maya.mayaCommand : found 0 tagged
    # m2u.maya.mayaCommand : found 0 tagged uniques
    # m2u.maya.mayaCommand : assuming new untagged unique: pSphere1
    # m2u.maya.mayaCommand : found 1 uniques (with untagged)
    # m2u.maya.mayaCommand : settings file path is: D:\GitHub\m2u\ue4/ue4FBXSettings.fbxexportpreset
    // Error: Preset file not found. // 
    // Error: D:GitHubm2uue4\ue4FBXSettings.fbxexportpreset // 
    # Error: MelError: file D:\3d\Autodesk\Maya2015\Python\lib\site-packages\pymel\core\language.py line 835: Error during execution of MEL script: Preset file not found.
    D:GitHubm2uue4\ue4FBXSettings.fbxexportpreset
    Script:
      FBXLoadExportPresetFile -f "D:\GitHub\m2u\ue4/ue4FBXSettings.fbxexportpreset"; #
    Now GitHub may sound a bit odd since you're on Bitbucket, I just wanted to have it all in one place. Not that it matters of course. But the red part seems to be missing some slashes? Maybe an issue with backslashes on Windows or something? Tried to reverse the slash in the PYTHONPATH environment variable, that did nothing though.

  39. #39
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    the missing slashes should be fixed, please make sure you checkout the develop branch, not the master branch!

    the freezing might be caused by the tcp not being able to connect to localhost, maybe caused by a firewall or your machine being in a LAN. It was only recently that I came across the same problem and I'm not sure about the solution to that problem yet.
    please execute the two following command in a python shell, when the editor is running and m2uPlugin is loaded:
    Code:
    import socket
    
    # client code
    s=None
    
    def openConnection(TCP_IP = '127.0.0.1', TCP_PORT=3939):
        BUFFER_SIZE = 1024
        global s
        
        s = socket.socket(socket.AF_INET, socket.SOCK_STREAM)
        s.connect((TCP_IP, TCP_PORT))
    
    openConnection()
    the log-window in the Editor should tell you if a connection was made. Otherwise you will get an error by python, that the connection has been refused.


    This is looking amazing! Any plans to support the collision authoring tools in the editor? Right now the interaction tools and camera controls are pretty rough in some of the tools. This could help out with that tremendously!
    Thank you. You mean the other editor windows, like the Static Mesh Editor? I didn't think of that yet, I think the most used means of collision authoring would be to create UCX prefixed meshes in the 3d-authoring program and export them with the mesh to the FBX file? But I did not actively investigate anything in the form of syncing collision yet.

  40. #40
    0
    So sorry, my origin pointed to https://bitbucket.org/m2u/m2u/branch/develop yet I still get the master branch unless I manually switch to the develop branch. God I hate version control. It's fixed now, both m2u and your shell code connect successfully and everything else works as expected as well.

    Thanks for the support. Hopefully I'll be able to help others who might run into the same troubles.

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