Very soon I am going to be tasked with developing a way to attach static mesh objects to other static mesh objects, via attachment points, preferably defined in the external DCC through some method such as locators.
Now I am, vaguely, aware of the socket system on skeletal meshes, but these are static mesh objects like buildings, that have no rigging or anything.
Does anyone have any suggestions on where I can start looking?
Ah ok that’s cool, and works, though it is difficult to really be precise. Is there no way to do this in the DCC using something like a Locator/Null that will then be recognized on import?
It may not be feasible but something that’s possible is to create a tiny object without your external program, put it at the center of the axis grid and then freeze its transformations to 0 it out. Then, snap that object to a vert or place it where you want. Once you’re in the static mesh editor and are placing the socket, type in the same X/Y/Z positions as the tiny object has within your DCC. It’s not an exact fix in any way but it’s what I’ve been doing. I’d like to know if there was a better way to set sockets too though =/.
Create a null called “SOCKET_Attachpoint” in Maya/whatever, export the FBX and make sure it’s in the FBX along with the mesh and the importer will create sockets for the static mesh.