![]() ![]() Works good…but when you got over 200 meshes to replace…its time consuming. Still in Object Mode, use the right-hand 3D view inspector to set the rotation to the values you wrote down in step 1. Open your original model file in Blender and, in Object Mode, select the object your Unity script was modifying. Other plugin is a 3dsmax script called TS_Tools which can do the job in a similar way but is creating boxes that need to be replaced with the imported meshes. Let your script act upon your object’s rotation, then write down the X, Y, and Z rotation values in the inspector. ![]() ![]() This plugin needs to have the objects nested inside an actor blueprint - not best method but it works good. One is called FBX builder but needs Maya to export the fbx with freeze transformations properly…author said 3dsmax plugin is probably on the way (news is about a week old) FbxBuilder - Rebuilds FBX static mesh imports to retain original pivots! - Asset Creation - Unreal Engine Forums! I found two plugins doing this job pretty well. ![]()
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