Just wanted to share this amazing tool created by Tom Shannon. Not sure if anyone is using but i tried to use it to convert a 3ds scene and it saved me TONS of time. Basically it automise the process of moving the meshes to (0,0,0) in 3ds max and exporting it into .fbx file.
The entire process of exporting -> importing -> placing the mesh took about 1 Hour plus.
I’ve heard about that tool. But to be honest, the pivot thing doesn’t bother me as much as mapping everything for the lightmass… This is by far the most time consuming and boring task for me right now.
There is no material converter yet. My tip is to create a good base material with all the parameters you need and then just instantiate it. Changing the diffuse, specular and normal maps plus minor parameter tweaks will be pretty much the only effort you’ll need to replicate everything fast.
Dunno what I did wrong but I had 260 meshes selected in my 3ds max scene, then I used your script to export. Once in ue4, it imported 5700 meshes…took half the night to load/save lol.
Steamroller…nice find, could be a great time saver!!!
Did you get SteamRoller to work? I tested it on a simple chair, exported via TS tools and when I import into UE4 I get an invalid LightMap message (see pic)
Well the idea with stemroller was that you can unwrap all objects at once so unwrapping the individually defeats the purpose. Anyway, ALL objects end up with the invalid light-map message. Anyone got this problem or can suggest a fix?
Can I just have a feel from the ground why would we unwrap the uvw map using a script as opposed to using the automatic unwrap when importing the fbx file. Is there a difference in both methods and what are the pros and cons?
As I happen to know that there is a lot of People curently still using this script, I thought it prudent to post my personal edit update to TS_Tools that makes this script compatible with UE5:
(The script is quite nice since it is much “cleaner” than something like datasmith)