Thursday, September 11, 2014

TS_Tools v1.1: UE4 Mass FBX Exporter v1.1 and UCX Namer v1.0

Update, 2014-09-16: A bug has been fixed that was causing exported scenes to not export the name of the object. This has been fixed. It's suggested that you update your script!

Hello everybody!

I'm proud to release a pretty major update to TS_Tools. Not only have I made some major upgrades to the FBX Exporter based on community feedback, I'm also happy to release the second script, TS_UE4NameUCXPrimitives!


A simple script that names selected objects based on a packed object's name to make them into collision shells for use in UE4!

How it works:

  1. Create your concave collision primitives in MAX
  2. Select your collision primitives
  3. Run the script, which temporarily hides the selected shell objects
  4. Select the base mesh
  5. All the selected meshes are named correctly and will import into UE4 as collision shells!
Next up is, of course the big update to

TS_UE4FBXExporter v1.1

The big, new feature is the ability to export out UCX_ meshes for collision along with your objects! this was requested over at Polycount in this thread:

I tried to make it very artist-friendly, allowing them to simply select the base mesh and having the script find all the appropriately named UCX_ objects, shifting them along with each mesh and exporting them. 


  • Export each selected mesh to an individual FBX file
    • Move each mesh to 0,0,0 for export (Then put it back where it belongs when it's done like my kids NEVER DO!)
    • Name Each FBX according to the MAX scene name
  • Allows you to use a grid object to set an arbitrary origin (For really big scenes)
    • Just make a Grid helper and name it UE4_Grid and the script will detect it
  • Copy the location, position and scale or selected objects to the clipboard using Unreal-friendly syntax allowing you to paste thousands of objects objects into your UE4 maps with a couple of clicks!

What's new in 1.1

  • NEW: Exports UCX collision geometry! Just ensure your naming is correct, and the script will detect the appropriate UCX primitives for export. Note: they do NOT need to be selected or visible!
  • NEW: Allows users to explicitly set the export directory. This stays saved in the max file permanently and will be reloaded
  • NEW: Users can reset the saved export path to use the default export path
  • Fixed: Export Window now identifies errors and offers some helpful tooltips
  • Fixed: Export path textfield identifies when no export path is available
  • Fixed: Interface updates when the max file is loaded, saved or reset, showing the correct paths, etc.
  • Fixed: Disabled Geometry-specific export options when the object position is being exported (To help notify the user as to what mode they are in)
  • Fixed: Checks to see if export path is valid and asks user if they want to create the export path if it doesn't exist, rather than just making one
Here's a video of both the renamer and exporter in action:

As always, if you have any suggestions for improvements, or bug fixes, please don't hesitate to let me know!