Maya that sets the Maya’s grid to UDK’s grid. Along with having quick scale references and a few transform commands. When UE4 came out the tool’s grid no longer worked properly because the grid settings in UDK are base 2 and UE4 is base 10. This was easy to fix and was my first experience with MEL.
Recently I have begun to remake the script in Python while removing and adding features that artists have been asking for.
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.