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!
TS_UE4NameUCXPrimitivesA 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:
- Create your concave collision primitives in MAX
- Select your collision primitives
- Run the script, which temporarily hides the selected shell objects
- Select the base mesh
- All the selected meshes are named correctly and will import into UE4 as collision shells!
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: http://www.polycount.com/forum/showthread.php?t=138894
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!