M2u interactive sync script for Maya -> UE4

Great to hear from you! :smiley:

With each export to UE4, the pivot in Maya got reset. If you look at my code changes in mayaCommand.py you can see I just backed up the pivot



piv = pm.xform(name, piv=True, q=True, os=True) # backup pivot


and after export reset it



pm.xform(name, os=True, piv=(piv[0], piv[1], piv[2])) # reset pivot


I had also tried to actually keep the correct pivot in the UE4 editor, and while I got that working the down side was that there was now an offset in position between meshes in Maya and UE4 due to how UE4 requires to import a mesh with its pivot at world center. I was unable to come up with a solution without taking too much time.

Don’t think so, works fine here. Guess it won’t matter soon enough with a proper binary version.