The tool is designed to assist artists with bringing meshes from Maya to Unreal Engine 4. The grid UI is based off Josh Bucks tool for UDK. There is a drop down for a reference folder for quicker importing reference meshes from the artist’s project. Both features help the artists with proper scale. To export all the user needs to do is set a folder to export to and select the mesh/s, then press 'export'. Lastly to help with scale there is a unit converter at the bottom of the tool. Any settings that the user is set is saved and loaded every time they launch the tool.
Originally Josh’s script had three references an artist can make. These were cubes and didn’t give much to reference to what they were. This was replaced by a drop-down menu that references all model files in a directory the artist sets. By doing so they are empowered to use different sets of references for different projects they work on fast and easily.
The tool doesn’t generate collisions but assigns naming conventions for UE4. It insures that each collision haul is incremented properly each time that collisions are assigned. Any collision assignment will be given a proper prefix based of the object history.
Again here the tool doesn’t generate LODs but assigns naming conventions and groups. It reads in all selected meshes, then updates or generates a new LOD group based off the triangle count.
Simply all this does is read in the last selected transform node name and places it into the text field when it is selected. The artist then can over write it and it applies its new name of the transform node. The introduction of this is to attempt to have artist use the outliner more, which seems counter intuitive. While giving this revision of the tool to artists, I have noticeably seen more of them using the outliner.
A folder is set by the artist and they select what settings they want, including centering the object before export. When selecting meshes to export it doesn’t matter if they select both the mesh and collisions or LODs. The tool will automatically select all associated collisions and LODs of render mesh. It does this for each unique render mesh name that is selected.
I noticed that several artists constantly had google open to see how many centimeters are in a foot or inch. Causing them to have to switch applications every time they needed to convert a measurement. The unit converter in the tool acts just like googles, and by having it in this tool it saves the artist time.
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