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    Originally posted by pf_breton View Post

    right now the workflow is with pak files. i can send you a small example if you want to explore this

    we’re hoping to provide runtime access of datasmith, it’s something we’re researching. no firm dates in mind yet.
    I'd love to see this example!
    George Rolfe.
    Technical Coordinator at Orbit Solutions Pty Ltd.

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      Originally posted by DarkS474 View Post
      Both standard Unreal Engine and so Unreal Engine Studio would need a native optimized high quality and fast Voxels system. That would allow creating huge destructible landscapes with voxels and many more features.
      You mean something like this?
      https://voxelplugin.com/
      David Gillespie
      Associate
      Foster + Partners

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        @hirotsu FYI, I logged those C4D issues and they seem like easy fixes from our end. Should be able to get them in the next hotfix. Thanks for the feedback!

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          Dear Epic Games,

          Please add support for Blender 2.81 with native support for .blend file, I'm envious of the quality of support for C4D file.
          TOUR of DUTY

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            Having the ability to set the pivot of a mesh in the staticmesh editor would be awesome, simple things like center pivot to actor bounds, or move pivot to the bottom/center of a mesh would be amazing, especially when merging objects.
            3D Artist & Virtual Reality Specialist

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              Originally posted by SonKim View Post
              Dear Epic Games,

              Please add support for Blender 2.81 with native support for .blend file, I'm envious of the quality of support for C4D file.
              I agree! The Blender user base is growing so fast and many indie game studios are using Blender.

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                Maya support please would be fantastic.
                I understand animation is an issue but surely can just disable the option and release the geo + material + lighting information from Maya.

                - It would also be great for an option to somehow unify/normalize up direction of uv maps so that z up is consistent but that's probably a Revit issue.

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                  I think the most important thing we need ist full accsess to kinematik joints (and constrains) of the cad-model.

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                    pf_breton @Sharpshot10 Can we have a fbx exporter that supports simple shading materials so that parts and faces in an entire assembly are distinguishable? Given nearly every other 3D software is capable of this I am sure it would be a simple add in for you guys.
                    Last edited by JKaiser4; 10-03-2019, 09:32 AM.

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                      Can we get a true sketchfab export that converts materials. That would be a sweet integration.

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                        C4D Datasmith

                        Hallo!
                        Ich möchte gerne wissen, wann im Datasmith-Import C4d-Vray-Materialien enthalten sind

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                          Can we please have compositing tags/render tags like in Cinema 4D? There you can easily set up some toggles to switch the objects visibilty to several features, like being visible for raytracing/GI, for shadow generation, for reflections, for cameras (maybe additional, that we can define multiple cameras, so that it can be visible for camera A, but invisible to camera B at the same time), and to several passes too.

                          Click image for larger version  Name:	Compositing-tag.jpg Views:	1 Size:	70.2 KB ID:	1675393

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                            The Revit Datasmith plugin needs to have either an option to shorten family names, or the exporter needs to have an alternative way of naming objects. The issue at hand is once you try to package a project it adds a certain amount of characters to the overall path, some family types are going over the 260 character limit.

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                              Originally posted by cnd7jones View Post
                              The Revit Datasmith plugin needs to have either an option to shorten family names, or the exporter needs to have an alternative way of naming objects. The issue at hand is once you try to package a project it adds a certain amount of characters to the overall path, some family types are going over the 260 character limit.
                              Hey cnd7jones !

                              You can set the editor to allow long path names in your editor preferences. (General > Experimental > Content Browser > Enable support for long paths (> 260 characters) ).
                              This should get rid of the 260 char limit to save files and cook projects.
                              Antoine Guillo

                              Product Specialist AEC, Unreal Engine Enterprise
                              Epic Games - LinkedIn

                              Unreal Studio Documentation
                              Unreal Studio Technical Support
                              Report Unreal Studio Bugs

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                                BAM! thanks for the tip!! for anyone else out there make sure you enable the windows feature in group policy. https://superuser.com/questions/1119...option-missing

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