İ create 3ds max destructable mesh maybe apartments and export ue4. Datasmith support this ?
Datasmith does not currently support the importing of animation. Animation support is a future development target.
For now, you will need to use the traditional import options for the Unreal Engine via FBX.
Depending on what you’re exactly doing or want done, you should check into our Alembic workflows with the base engine. I think that would work for you.
İ am work 3ds max and object animation is convert to ue4
If your destruction process causes meshes that are “deforming” then you should look at Alembic. If your destruction process just has non-deforming meshes, then you can use FBX - but Datasmith doesn’t support either of these workflows at this time.
Destroy maybe water.
We get vastly different results from “import into level” compared to just single mesh import & Datasmith, so that’s unusable for us.
What’s the target for animation import? 4.22, 4.23?
In UE 4.22, Datasmith will support object transform animation (position, rotation, scale) from 3ds Max.
Previews of the 4.22 release will be occurring soon.
So good. I hope datasmith will support morphs
deforming objects aren’t in the 4.22 scope. we looked for the more basic use cases at first…
Thank you
Here’s another thing I quickly discovered:
To animate a gas spring damper, which consists of two pivoting parts and one linear moving part, you need IK? And I’m guessing making it three objects creates three draw calls in Unreal and what you really want is a single skeletal mesh actor? If Datasmith could automate that (or if you could create a gas spring damper example), that would be really interesting!
If I can add some feedback regarding the current state of Unreal animations:
https://forums.unrealengine.com/deve…tion-in-unreal
I gave up on the skeletal animation thing. That’s not made for people not used to game design. The entire concept is going to be very alien to anyone in product design, engineering or architecture.
What I ended up doing, since I needed to finish up a project right now, was to re-do the animation using the level sequencer. It works just like basic animation in both 3D Studio Max and Blender, though I don’t know if you can have IK relations in it.
Re-doing animations already set up in an external 3D app isn’t ideal, though.
I really hope for that the future of Datasmith does not have to involve skeletal animations, but rather keep the more simpler and straight forward transform keyframe system. Skeletal animation might make sense for movie industry and gaming industry animators, but that’s a highly specific skill that I hope us Datasmith users won’t have to learn. Plus, if something was made with one system, I don’t see why it has to be converted to the other system just to be imported into Unreal. Especially, when the engine seems to have support for it with the sequencer.
In general, this is another thing that wasn’t an issue at all in Unity, but similar to the outliner, seems to be extremely under-developed in Unreal, which is very surprising! The level sequencer has a quite intuitive and powerful interface, though, which was very welcome.
(In the future, one could also perhaps envision Datasmith supporting Solidworks simulation animations directly… but that’s very far in the future, I’m guessing.)
for 4.22 we bake keyframes from 3ds max animated objects in a level sequence asset. we don’t do skeletal animation. it sounds like that was a good choice based on your feedback.
Wonderful, great to hear!
I have an old gas damper animation made in Max for a previous Unity VR experience. Will be interesting to see how it ports over in 4.22.
you should be able to test it tuesday