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!

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:  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. 

Features:

  • 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!

Comments

  1. hello, thanks for your tool but I have some problems...
    I am french and use metric unit with meter in display and system unit.
    Objects export fine but when copy/paste I'd need to multiply by 100.
    I think you should add a parameter both in export and copy/paste so we can adjust scale as we need.
    Best regards.

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  2. That's certainly possible. I have some functionality in other scripts that automatically adjust everything based on the specified system scale in MAX.
    Just to clarify:
    Are you suggesting the script scale the exported objects so that your 1m x 1m x .5m cube becomes 100 x 100 x 50 upon export, then also scaling the positions by 100x as well, so that you can keep your MAX scene in 1m scale while importing everything into UE4 at 1uu == 1cm scale?
    I think that would certainly be helpful for a lot of people.
    Look for it in the 1.2 release!
    Cheers!

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  3. Thanks for answer ! :-)
    Yes, I think it would be very cool to have this option, and to be the more helpfull for a lot of people (with more strange units than me) a custom value that could be stored as a default.
    Cheers.

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  4. Hello. In my workflow I export my objects in sub-folders based on the Max layer I have put them in. Could it be possible for 1.2 to have the option to export the selected objects in sub-folders within the selected export path based on the layer they were in in Max, and have the Meshes correspond to the exported object rather than the default Cube one. This would save me a huge amount of time when dealing large, already built scenes that are already ready to be exported.

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  6. Hi, I'm currently facing the same problem from Harold. I'm using meters and i have some issues with the import settings in UE4.

    However, when i import some files in Unreal, il will downscale them to 1/100 from his size, so i need to put a x100 multiplicator in the Import Window. However, when i need to re-import a file, it will randomly apply the x100 multiplicator left on the mesh settings, And if I put it back to x1, it will this time randomly apply a x-100 multiplicator on the file. So we need to juggle on this settings, trying to have the good import.

    Despite of that, it is an awesome plugin and still a time saver !

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  7. Hi! Cool tool! But have litle truble.
    Objects transforms copied without rotation =(

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  8. What a great script! It really saves time! However i asgree it really needs some sort of unit scaling. With more and more people using unreal for archviz, working in specific units is a big thing. Please if you have time it would be a feature id love to see in 1.2!

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  9. Thank youuuuuuuuu for this! :-)

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  10. Thank youuuuuuuuu for this! :-)

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  11. Thanks so much for this! I just downloaded it last night and it is a great time saver. One thing I noticed is that the fbx unit adjustment only works when you export 1 object at a time. Using max 2016 here probably will be reverting back to an older edition though.

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  12. What are the instructions from start to finish? I can't seem to get it to work...

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  13. What are the instructions from start to finish? I can't seem to get it to work...

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  14. I'm hanging up on each object having incorrect xyz cords, when I type in from the Max world cords they seem to work. wouldn't be a big deal if I didn't have 1500 objects. :)

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  15. I have max units set to CM to coordinates with Unreal. I think that's the problem. your script is taking generic units? I'll keep playing..

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  16. figured it out, I think, it's not the units that are the problem, it's the system unit setup in max

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  17. Hi
    I am sure this is a super annoying question, your script looks great and I was wondering if you have any plans for a Maya version
    thanks
    Simon

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    Replies
    1. hey guy! do u know how to copy meshes to ue4 from maya

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  18. Hi
    I am sure this is a super annoying question, your script looks great and I was wondering if you have any plans for a Maya version
    thanks
    Simon

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  19. Any chance of integrating Lods into your script?

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  20. Just as an FYI, the script caused inaccurate results in transforms and scale when using FBX2014 but once I changed it to FBX2013, All data was correct except for X rotated by 90 degree... no big deal to fix. I made sure that the system units were set to cm, but still had inaccurate results with FBX2014. Therefore I recommend using FBX2013 for this script if anyone is getting wrong transform data.

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  21. I cant get this to launch in 2016. I've ran script, installed it in the plug in section, and even dragged and dropped it in max, nothing opens up, or appears.

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    Replies
    1. you need to open ur 'customize user interface' panel and add it from the toolbar section under 'TS_TOOLS' and drag it to ur ui

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  22. @Zombiexm: You probably need to find it through your UI customization. Go to your Custom User Interface, panel "Toolbars" and under "Category" dropdown you search for the entry TS_Tools. Now you can either create a new toolbar or placing the two tools into an existing. Works fine in Max 2016 here.

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  23. @tomshannon: Wonderful tool! Atm, i have one question. I search for a way to replace nearly 300 dummy boxes (created with TS_Tools script) with the FBX assets i imported (exported with TS_Tools). Is there any hint where to start best?

    I want to keep the assets at 0,0,0 in their FBX files for easy reuse so importing the text-file script that creates the dummy-items is a cool thing!! -- its just the replacement that mocks me, missing the tiny little step that can take the dummy-boxes and replace the mesh with all imported FBX meshes sharing the same name inside a folder in UE4 (pre-setup is clear..no mesh should have the same name though). I am not a programmer but maybe there could be some script telling: use box-dummy name > search for name in folder > take asset with same name and place it into the dummy's static mesh

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  24. We are getting this error when we try and use the script...

    --Syntax error: at end, expected


    anyone know what we are doing wrong?

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  25. hi can you make for cinema 4d. thamks

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  26. Also having issues with copying and pasting into UE4. I've tried several different methods, but can't seem to get the units to match when pasting. I'm working on archviz projects that use feet/inches. When i copy into ue it keeps these units and doesnt translate. I've tried converting the systems units and also display units and still no luck. Any suggestions??

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  27. I am having a problem, when I convert multiple files from Max 2016 and open the export path folder, there is only a file called 'Layer' with 0 bytes. But the folder properties show that it is taking 52MB on disk. When I re-export, it asks me if I want to re-write so I think the fbx files are being generated, but they are somehow hidden.

    Anyone else with this problem that can shed light?

    Thanks! GREAT SCRIPT

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  28. Importing by pasting just makes boxes.. any idea why? Using Unity 4.13.2 and Max 2016

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    Replies
    1. Figured it out. Need to replace a few lines of code following this video: https://youtu.be/iBww9A5FHLo?t=6m1s

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  29. Fantastic idea for a tool, I'm going to download and try it out tonight. Thanks so much for making this!

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  31. Does it work with 2017?
    I drag it into toolbar section in Custom interface and doeasn work!
    Help please

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  32. Hello Sir,
    I am unavailable to run the script I am using 3ds max 2015

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  33. How do you paste the location information into Unreal after copying it from your tool? I can't seem to find anything on how to do that.

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    1. I figured out how to just edit/paste but it just places a ton of editor cubes instead of my meshes. I pasted the clipboard to a text file and it says editorcube for every single part. That's not gonna work :(

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  34. http://joxi.ru/BLmG50Qu38kNAl
    http://joxi.ru/lJ2bDaECZJaDr6

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    1. This comment has been removed by the author.

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  35. It doesn't work for me, all I get is a warning/error pop up that says:

    "Error: Export Failed! (1)

    Unable to create destination file :
    -C:\Users\chris.mac\Desktop\Unreal\Wall.fbx!

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    Replies
    1. Ignore this. Restarting max fixed it. Weird.

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  36. This comment has been removed by the author.

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  37. Script has been removed from dropbox

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  38. Any chance the script is available again? It seemed to be a really handy tool to have.

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  39. This comment has been removed by the author.

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  40. Hey I reset my computer and am looking to download this plugin again. There is no file at the Dropbox link. can you either please upload it or send it through to me. I need it urgently thanks.

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  41. I apologize for the downtime. I guess Dropbox made some changes and the script link changed! I've updated the link. Thanks! --Tom

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  42. Hey,

    I love the plugin. soo good. Although I have been using the older one up until now. Why can you no longer specify where you would like to export the FBX files to? It seems to only be exported to the origin of the 3ds max file.

    is there a way to direct the export to a specific folder?

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  43. The plugin is fantastic, would there be any possibility to migrate it to pyton to be able to use it in blender?

    Thank you so much

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