Update 09/11/2014 : TS_Tools v1.1 update!
**DOWNLOAD TS_TOOLS v 1.1
**
Hello everybody!
I’m proud to release a pretty major update to TS_Tools. Not only have I made some major upgrades to the FBX Exporter based on community feedback, I’m also happy to release the second script, TS_UE4NameUCXPrimitives!
TS_UE4NameUCXPrimitives
A simple script that names selected objects based on a packed object’s name to make them into collision shells for use in UE4!
How it works:
- Create your concave collision primitives in MAX
- Select your collision primitives
- Run the script, which temporarily hides the selected shell objects
- Select the base mesh
- All the selected meshes are named correctly and will import into UE4 as collision shells!
Next up is, of course the big update to:
TS_UE4FBXExporter v1.1
The big, new feature is the ability to export out UCX_ meshes for collision along with your objects! this was requested over at Polycount in this thread: http://www.polycount.com/forum/showthread.php?t=138894
I tried to make it very artist-friendly, allowing them to simply select the base mesh and having the script find all the appropriately named UCX_ objects, shifting them along with each mesh and exporting them.
Features:
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Export each selected mesh to an individual FBX file
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Move each mesh to 0,0,0 for export (Then put it back where it belongs when it’s done like my kids NEVER DO!)
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Name Each FBX according to the MAX scene name
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Export any matching UCX_ collision primitives automatically
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Allows you to use a grid object to set an arbitrary origin (For really big scenes)
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Just make a Grid helper and name it UE4_Grid and the script will detect it
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Copy the location, position and scale or selected objects to the clipboard using Unreal-friendly syntax allowing you to paste thousands of objects objects into your UE4 maps with a couple of clicks!
What’s new in 1.1
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NEW: Exports UCX collision geometry! Just ensure your naming is correct, and the script will detect the appropriate UCX primitives for export. Note: they do NOT need to be selected or visible!
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NEW: Allows users to explicitly set the export directory. This stays saved in the max file permanently and will be reloaded
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NEW: Users can reset the saved export path to use the default export path
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Fixed: Export Window now identifies errors and offers some helpful tooltips
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Fixed: Export path textfield identifies when no export path is available
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Fixed: Interface updates when the max file is loaded, saved or reset, showing the correct paths, etc.
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Fixed: Disabled Geometry-specific export options when the object position is being exported (To help notify the user as to what mode they are in)
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Fixed: Checks to see if export path is valid and asks user if they want to create the export path if it doesn’t exist, rather than just making one
Here’s a video of both the new renamer and updated exporter in action:
[FONT=Times New Roman]
Original post:
Here’s a script that I’ve had tucked away for a looong while now. I had originally wrote it to work with UE3/UDK so that I could export tons of stuff from MAX scenes easily.
UE4 makes a LOT of that stuff easier, but there’s still some things that are a bit of a pain in the butt. Namely 1) When I have a bunch of meshes in a single MAX file and I want to get them all into UE4 but I don’t want to have them stacked in MAX or have to to manually move them to 0,0,0 to export, and 2) When I have a bunch of objects that are in specific locations in MAX that I want to get into UE4 (Think lightpoles along a road or buildings within a city, etc.)
So, here’s my solution:
Introducing UE4 FBX Exporter : TS_UE4FBXExporter (sexy name, I know)!
[FONT=Times New Roman]**DOWNLOAD TS_TOOLS and READ THE FULL TUTORIAL
Note, version 1.1 has been released, see above for more details!
**
What’s it let you do?
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Export each selected mesh to an individual FBX file
-
Move each mesh to 0,0,0 for export (Then put it back where it belongs when it’s done like my kids NEVER DO!)
-
Name Each FBX according to the MAX scene name
-
Allows you to use a grid object to set an arbitrary origin (For really big scenes)
-
Just make a Grid helper and name it UE4_Grid and the script will detect it
-
Copy the location, position and scale or selected objects to the clipboard using Unreal-friendly syntax allowing you to paste thousands of objects objects into your UE4 maps with a couple of clicks!
[FONT=Times New Roman]http://4.bp.blogspot.com/-dqjBYEtdT-0/U88fzA2iwqI/AAAAAAAABrM/i_5P-Ur_Y9I/s1600/Screenshot+2014-07-22+20.36.30.png