I am brand new to Unreal Engine, but I have been a 3D modeler and motion graphics artist for more than 15 years. My software of choice is Cinema 4D and After Effects primarily, and I have a fair amount of experience with VizRT and XPression.
Right - so I have been tasked with taking a scene built in C4D which is currently being used as a virtual set for a popular sports-talk show and bringing it into UE with the goal of having it feel more alive with dynamic reflections, shadows, etc instead of the lifeless baked AO and such they are using currently. Since there is some UE integration with Viz now, the time is right to start leveraging the benefits of this and give the visual fidelity of Viz scenes the boost they have long needed, and this seems like a good place to start as the geometry is VERY basic (mostly chevrons and some flat-ish cubes).
I know that the pipeline in broad strokes is to export the geometry as FBX (btw - I am using C4D R20 as the FBX export functionality is greatly improved over previous versions). I can go into some detail over the issues I have had in trying to do this, and I will if asked, but in broad strokes I have one overarching question which its burning a hole in my brain at the moment - what is the most efficient way to replicate my scene from C4D in UE? Right now, while I can get objects in ok, the information pertaining to where they all live in physical space doesn’t seem to be preserved. So, this right now would mean I would need to write down and manually enter between 9-12 values for the PSR of approximately 130 objects. That simply cannot be the case… it would take an eternity to do this, and I know there has to simply be something I am missing? Even though these objects aren’t moving, do I need to perhaps make a single key for each relevant value, and add animation to the export and import settings? That seems like it could work but also doesn’t seem particularly efficient… I know I have to be missing something here.
So far, I have only watched a tutorial series on Lynda(dot)com, which was fairly straight forward for the most part (there are some frustrating ambiguities surround the C4D->UE4 pipeline as he is clearly a Maya guy), but his imports seemed to come into UE’s 3D space in exactly the same location they were found in their C4D counterpart without explanation as to any steps needed to reach that exact result. So, here I am… a complete noob looking to benefit from the wisdom and experience of the collected masses here in an effort to simply get my feet off the ground, and make something happen.
With respect to the capabilities of UE, this is pretty low-hanging fruit, but I am very appreciative for any help / guidance any of you here can give.