The tool is designed to assist artists with naming conventions and grouping for exporting to Unreal Engine 4. Along with giving them the ability to adjust grid setting with ease. To export all the user needs to do is set a folder to export to and select the mesh/s, then press 'export'. The user can also set a folder to reference from and allows for a dropdown menu of all the mesh files in the directory to be imported. 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.
The grid has stayed the same since updating it and is more compact. It allows for changing the grid scale and grid divisions.
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.
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.
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.
UBX_[RenderMeshName]_## Box Collision
USP_[RenderMeshName]_## Sphere Collision
UCX_[RenderMeshName]_## Convex Collision
Again here the tool doesn’t generate LODs but assigns naming conventions and groups. It reads in all selected meshes, updating or generating a LOD group based off the triangle count.
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.
An .ini file is used to keep track of the user settings each time they launch the tool or change settings. There is a ‘How To Use’ section in the tool to assist new users.
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