This repository has been archived by the owner on Sep 20, 2024. It is now read-only.
-
Notifications
You must be signed in to change notification settings - Fork 129
Maya to Unreal: Static and Skeletal Meshes #2978
Merged
antirotor
merged 34 commits into
develop
from
feature/OP-2795_maya-to-unreal-skeletal-meshes
Apr 5, 2022
Merged
Maya to Unreal: Static and Skeletal Meshes #2978
antirotor
merged 34 commits into
develop
from
feature/OP-2795_maya-to-unreal-skeletal-meshes
Apr 5, 2022
Conversation
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
…ya-to-unreal-skeletal-meshes
…ya-to-unreal-skeletal-meshes
Task linked: OP-2795 Maya to Unreal - Skeletal Mesh |
antirotor
added
host: UE
host: Maya
type: feature
Larger, user affecting changes and completely new things
labels
Mar 31, 2022
it is failing on static mesh name collision
|
m-u-r-p-h-y
approved these changes
Apr 5, 2022
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
the previous error was caused by testing on old code in the wrong branch.
my bad
now it publishes the fbx with no error.
thx
it works as expected
mkolar
changed the title
Maya to Unreal > Static and Skeletal Meshes
Maya to Unreal: Static and Skeletal Meshes
Apr 7, 2022
Sign up for free
to subscribe to this conversation on GitHub.
Already have an account?
Sign in.
Labels
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
Feature
This adds support for publishing Skeletal meshes for Unreal. Just select geo and joint root and publish.
Setup
First make sure you have maya2unreal template set:
And set the IntegrateAssetNew to use it in Template name profiles:
project_settings/global/publish/IntegrateAssetNew/template_name_profiles
Have
skeletalMesh
andstaticMesh
in the families list of Hero integrator if you like:project_settings/global/publish/IntegrateHeroVersion/families
Next make sure you have correct Subset name profiles set:
project_settings/global/tools/creator/subset_name_profiles
You can configure hits about joint group here:
project_settings/maya/create/CreateUnrealSkeletalMesh
Testing
Say you have asset like this:
If you select
Gun
and runUnreal Skeletal Mesh creator
, it will create instance like this:jnt_org
is joints root that is auto-picked using hints pre-configured in creator settings (see above). Top node (Gun
in this case) must be name of the asset.Publishing this will create fbx following unreal naming conventions -
SK_Gun_v001.fbx
with correct hierarchy. This has support for variants - different kinds of model using the same rig. You can create another Skeletal Mesh instance, just add_Scope
to the variant name and it will createskeletalMesh_SK_Gun_Scope
adding additional (selected) geometry along the joint group. This allows for multiple fbx file with the same hierarchy to be published and then easily switched inside the Unreal (most useful with the Hero versions).Fix
Fixing bugs in unreal static mesh extraction.
There were few bugs. One was that extraction didn't considered scenarios with only one mesh. There was also flawed logic behind cleaning of nodes that were created during extraction and also the family name was shortened just to
staticMesh
.Testing
Run the following code to create test scene and publish. You might need to disable Unreal Axis validator.
Expected result should be fbx file with two meshes in root, one called
S_{asset}
andUCX_{asset}
.Code to create test scene: