I recently received an email from someone struggling with a Maya to UE4 conversion workflow for bringing a finished product from an external application to UE4 automatically.
Here is the actual email quote:
After I created a possible solution and new pipeline for this issue, I thought something like this would be useful to share for free with the UE4 community.
I have begun constructing a 3DS Max script that will make this process a breeze with massive environmental scenes.
Here is the Pipeline Idea:
The 3DS Max script will have 2 main functions:
- Function 1 :: Scene Prep :: This part of the script will look at the scene and collect important mesh data, then hide all geometry accept unique duplicates, and export them for UE4.
- Function 2 :: By simply typing in a folder name and clicking a button, all scene data from unique and instanced meshes will be written to a directory for UE4 C++ access
The UE4 Script / Plugin:
After importing the mesh library (unique meshes generated from Function 1 in maxscript above) the UE4 script / plugin will have a browse option. Simply click and browse to the batch directory and click compile. UE4 will load each data file, access the proper mesh from the content browser, create an instance of it in the level and place it where it was in 3DS Max. This will be an automatic process. Within a few minutes, the scene will completely re-build itself before your very eyes, potentially saving days worth of work.
I have already got 2/3 of the script finished and am just implementing the default exporter.
Scene Collection - Based on Edit Poly and Mesh checks
Field Population - Vertex and Mesh Name information
Still Needing Work:
Finishing Automatic Unique Mesh Identification and Naming Sequence (user-based)
Finishing Large Scale Export Cleanup
UE4 Script / Plugin
Here is a picture of the Maxscript so far:
If this might be useful to you, please make sure to comment with any additional thoughts!
More updates soon.