Hi,
At the animation studio we work at we usually receive CAD files in the form of .step or .sldasm (and .sldprt) files. These are usually a pain to work with, as they contain loads of different objects with weird naming conventions.
We setup some sort of guidelines for upcoming clients now, trying to smooth out the workflow. These include converting the assembly to one part, then use a naming convention to declare if the part will be animated or is static, which material it has etc.
On our end we are trying to automate the process after we get either a .step or .sldprt file back. We found that using Datasmith we can export an .fbx file with the correct naming conventions of the bodies/geometries of the CAD file.
Using the code in this as a base we I pretty far: Batch translate Solidworks Headlessly via Python - #5 by Ro-Su
However, I can’t seem to export the actors/scenes as is, like when you would use the export function inside of unreal itself, instead of running it headless like we are trying to. When running the script it will merge all the actors into a new mesh, and only export that, while we need the different actors with the correct naming conventions. I tried to use the .gltf plugin founded on the marketplace but to no avail. It seems that whenever I try to export the scene without the actors merged, it will not produce the desired results.
Does anyone have any experience with this kind of workflow, or could point us in the right direction?