I have a scene of the 1st floor of a house. I have a ton of meshes for it, but more importantly I have about 20 meshes that I want to be imported at the same time so I don’t have to rearrange them and move into place (floors, trim, staircase, door, windows etc)
I select all the meshes in maya and export them as one FBX. I jump into unreal and import it (unchecking the “combine meshes” option) so when it imports, all 20 meshes are separated in the content browser. I select all 20 of the meshes and drag it out to my scene, when I do it looks like all the meshes exploded. Nothing is in place at all to where it should be. Is there a step I’m missing? I don’t want to have to move each object into place being that it would take way too long than it should. Should I have exported each object as it’s own fbx?
Any suggestions would be greatly appreciated. Thank you and have a great weekend
Hmm well i did export the floors as well. I took all the objects and deleted history and transformations, then exported them all in one fbx. I know for a fact this CAN be done (it’s no different than importing a complex object with multiple textures and objects associated with it.) I’m just missing something because the objects aren’t maintaining their position from maya.
I not sure if I follow good, If you put the mesh in 0.0.0 on maya it never going to will place in the correct places on unreal. You need export the mesh with the offset, an put the trasform in unreal at 0,0,0.
That did it! I imported into unreal like mentioned above and just selected all assets and set transform to 0.0.0. I don’t remember having to do that step before in earlier UDK’s…thank you very much sir!