Announcement

Collapse
No announcement yet.

Ability to Import Splines into UE4

Collapse
X
  • Filter
  • Time
  • Show
Clear All
new posts

    [FEATURE REQUEST] Ability to Import Splines into UE4

    I dont understand why this Sort of Functionality isnt Already in UE4 4.14 @.@

    But there is no Actual Way to import any Spline Data from a fbx or Otherwise. And I sorta see that as a extremely important feature.

    Anyone else?

    #2
    Yup I can get behind this but Im not convinced the feature requests here get any sort of real look in. I use splines a fair bit and would love to be able to export the pre-extruded splines and do the operations entirely in UE4 for modularity purposes. I would need to be able to extrude one spline along another though similar to how the spline mesh works

    Comment


      #3
      Originally posted by Bioblaze View Post
      I dont understand why this Sort of Functionality isnt Already in UE4 4.14 @.@

      But there is no Actual Way to import any Spline Data from a fbx or Otherwise. And I sorta see that as a extremely important feature.

      Anyone else?
      Hey Bioblaze, just letting you know I've logged your request with our internal team here. Thanks for posting!

      Comment


        #4
        Originally posted by Jess.Hider View Post
        Hey Bioblaze, just letting you know I've logged your request with our internal team here. Thanks for posting!
        Your Awesome! UE4 Is Awesome!

        Please Remember, DAE, FBX :X Not just FBX XD Lulz Spline Data can be Empty sometimes, FBX has a issue with that. :X No idea why, but DAE doesnt.

        Comment


          #5
          Many, many moons ago I wrote a Maxscript that would spit out spline shapes as CSV, which could then be imported into UE4 as a data table.

          I then created a Blutility that would recreate the shape via spline component.

          It worked pretty nicely, though IIRC, at the time UE4 did not offer the same level of control over the out direction of the spline knot tangent handles that 3DS Max does, so quite often results would not be 1:1

          I had put in a feature request for this functionality, and I believe it may have been implemented at some point, though I have not had opportunity to verify.

          It may not be the truly integrated fully supported feature you are looking for, but perhaps it will suffice in the short term.

          I will resurrect my spline project and see what can be done with it ASAP.

          (While my tool was 3dsmax centric, the generic data format I wrote should be easily reproduced in MEL/Python/etc for Maya, Blender, and so on.)

          Comment


            #6
            Progress!

            Click image for larger version

Name:	ScreenShot_001.png
Views:	1
Size:	174.7 KB
ID:	1120030

            Just got back in town and dug up my old spline import project.

            With a bit of tinkering, it seems to be working well, in that it can reproduce shapes created in 3dsmax in UE4 1:1, though it isn't a super clean process. There's some amount of manual operation that has to happen in order for it to work at the moment.

            I'll begin documenting the pipeline now. With Xmas break upon us, it won't be ready for release until the new year. We've already tentatively scheduled a Tuesday Tech Training Livestream to go over it.

            Comment


              #7
              Originally posted by AlanNoon View Post
              [ATTACH=CONFIG]121355[/ATTACH]

              Just got back in town and dug up my old spline import project.

              With a bit of tinkering, it seems to be working well, in that it can reproduce shapes created in 3dsmax in UE4 1:1, though it isn't a super clean process. There's some amount of manual operation that has to happen in order for it to work at the moment.

              I'll begin documenting the pipeline now. With Xmas break upon us, it won't be ready for release until the new year. We've already tentatively scheduled a Tuesday Tech Training Livestream to go over it.
              Sweet Cant Wait to see this, from the Tweet Earlier you said you exported as CSV, then brought into Data tables, then used Data tables to export the spline is that correct? I`m going to Test the same thing, good find for a work around on this if it works that way.

              Comment


                #8
                Originally posted by Alan Noon View Post
                Many, many moons ago I wrote a Maxscript that would spit out spline shapes as CSV, which could then be imported into UE4 as a data table.

                I then created a Blutility that would recreate the shape via spline component.

                It worked pretty nicely, though IIRC, at the time UE4 did not offer the same level of control over the out direction of the spline knot tangent handles that 3DS Max does, so quite often results would not be 1:1

                I had put in a feature request for this functionality, and I believe it may have been implemented at some point, though I have not had opportunity to verify.

                It may not be the truly integrated fully supported feature you are looking for, but perhaps it will suffice in the short term.

                I will resurrect my spline project and see what can be done with it ASAP.

                (While my tool was 3dsmax centric, the generic data format I wrote should be easily reproduced in MEL/Python/etc for Maya, Blender, and so on.)
                You have too Many Accounts.

                Comment


                  #9
                  Maybe asking too much but rather then needing to write custom exporters etc. would it not be a little nicer to support SVG importing? Pretty much all the DCC tools I've used can export SVG these days.

                  Comment


                    #10
                    Originally posted by Anadin View Post
                    Maybe asking too much but rather then needing to write custom exporters etc. would it not be a little nicer to support SVG importing? Pretty much all the DCC tools I've used can export SVG these days.
                    Ultimately, that would definitely be the best, but for now, I have this admittedly hacky, not super clean, "pipeline."

                    I would like to see shapes as assets that could be used for any number of things: particle paths, animation constraints, referenced in spline components, etc.

                    Comment


                      #11
                      Currently I have a Partial Plugin that imports splines but I followed the same Principles you suggested. Exported everything to a CSV and then Brought it directly into UE4 so far so good. Thou, really really wanna make it importable via the FBX format XD but from my understanding, if I expose or utilize the fbx portion that breaks the license? is that Correct?

                      Comment


                        #12
                        Originally posted by AlanNoon View Post
                        Ultimately, that would definitely be the best, but for now, I have this admittedly hacky, not super clean, "pipeline."

                        I would like to see shapes as assets that could be used for any number of things: particle paths, animation constraints, referenced in spline components, etc.

                        +100 yes. Does anyone know if gLTF will and up with spline support? - this is of course predicated on UE perhaps adding support for that format too :P

                        Comment


                          #13
                          Here is the official solution:
                          https://forums.unrealengine.com/showthread.php?133145

                          Comment

                          Working...
                          X