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Submitted by johnpetter on Thu, 2020-03-19 04:38.
My head of hair is not extremely thick and something package did not appearance organic. ... It arrived previously twisted as I made an effort to opt for the tangle separate it only grew to be more serious. ..... porn hair sex, and so I proceeded with these locks and fashioned my hair inside a one half up design to make it blend. A few hrs into using these extensions they were so matted and feared, it was unpleasant.
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Submitted by dmhokie on Mon, 2018-01-15 13:19.
First off, I love these scripts.
Is there any workaround for the rotation error when copying to UE4? If every object is facing one direction I can make it work. But when each object has its own rotation, the rotation isn't aligned right.
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Submitted by victorhuang on Thu, 2016-02-11 03:48.
hey man ,i'm in china ,i can't dowonload this plug,u konw the reasonbecause of the GOV.would u please give it to me by the email,thank u so much.my address is:[email?protected] again
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Submitted by Javca on Thu, 2015-01-22 03:20.
I found some difficulties when trying to export. My Model is in CM and when i try to export all models and coordinates X,Y,Z are messed up. How i notice it use generic units. Is there any workaround or something? Ty
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Submitted by barigazy on Tue, 2014-08-26 23:31.
Can you post the list ei. procedure what is important for UE to knows how to replicate max scene. I'm max user and I've never used UE before. Organizing assets (objects, cameras, maps, lights etc.) from max is not big problem (can be done properly with mxs).
barigazy
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Submitted by tomshannon on Tue, 2014-08-26 21:33.
Thanks for the feedback!
The reasoning behind it is that I would have to force a strict path/naming system between UE4 and max as the max-script needs to know where the fully qualified path of the asset is.
Fortunately, since it keeps the MAX name when you paste the objects into UE4, it's pretty trivial to match those to the assets you've imported/exported using the scene explorer in MAX.
If anybody has a good idea that I'm overlooking, possibly a blutility or other approach, I'd love to hear about it and would definitely give it a try. I'd love to be able to export/import an entire scene in one go. :D
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Submitted by barigazy on Mon, 2014-08-25 10:19.
Hi Tom,
first of all you've done a very good job here (+1).
I like the idea about storing all data to clipboard.
This is very smart way but also will be nice to consider only first instance and export theses as *.fbx then get all transform data from other instance and store it inside UE code. So in UE we will use only one object (actor) for each instance and copy it to right location.
This can be easely done with mxs but I'm not familiar with UE4 scripting ei. programming.
The question is how is difficult to write UE code for that?
barigazy
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