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Importing and Exporting: Static Meshes from Maya to UDK Documentation by Andrew Lewis A .TXT of this document can also be found on the Dropbox

Importing a Static Mesh from MAYA to UDK using .FBX

MAYA Naming convention:

   Make sure the file is approprately named, for example the Pickups for this project are named "<Group>_<Size>" eg: Candy_Large.mb

Make sure Outliner is clean:

   Unless the model specifically requires multiple meshes, the only non-default object in the Outliner should be the mesh named "<File Name>_Mesh"

Make sure Hypershade is clean:

   Note: UDK does not support transparency sorting well, make sure viewport > Shading > Polygon Transparency Sorting is turned off
   Transparency Sorting:
       To manually sort transparency apply an oapque version of your mesh's material to all opaque faces
       You will need to create new materials and/or meshes for intersecting transparent faces, I'll leave this up to your judgement
       Organising transparency sorting can be difficult, look at the mesh from all angles to find intersecting transparency, let me know if you need help
   Unless the model specifically requires multiple materials, the only non-default object in the Hypergraph should be the material named "<File Name>_Mat"
   If the model requires transparency sorting, the transparent material should be named "<File Name>_Transparent_Mat_<Number>"
   Make sure the target of your material is set to a local image that is appropriately named, for this project we are using .TGAs named "<Package>_<File Name>" eg: Pickup_Candy_Large.tga

Make sure History is deleted:

   If the outliner is clean this shouldn't be an issue but it doesn't hurt to be sure, select from the menu: Edit > Delete All By Type > History

Exporting:

   Select from the menu: File > Export All, Then choose "FBX export" from the "Files of Type" drop down menu
   Boxes that should be selected for most Static Mesh exports are:
       General Options > Default file extension
       General Options > Preserve references
       Include > Geometry > Referenced Containers Content
       If something else seems like it should be selected for your mesh, it probably should be. Try it both with and without and/or check with me
   
   Boxes that should NOT be selected for most Static Mesh exports are:
       Animation > Animation (remember these are STATIC meshes, ex/importing will probably vary greatly for animated meshes and Actor X is a more prefered export format)
       Camera > Camera 
       Lights > Lights
       Embeded Media > Embeded Media
       Once again, If something seems like it should be selected for your mesh, it probably should be. Try it both with and without and/or check with me
       Note: Ive had no problems with leaving these on but theres no point include stuff you shouldnt need
   
   Export making sure to use the naming convention decided on previously


UDK Select from the menu: View > Browser Windows > Content Browser, The press import in the lower left of the screen, then select your .FBX file

   Info:
       Select the package for your Static Mesh, if creating a new package remember naming conventions, for this project Static Mesh packages will be named "<Project>_<Purpose>" eg: Grow_Pickups
   
       Name the group for your Static Mesh, this may not be neccessary but is a good idea to fill it out anyway, an example could be "PickUps" or a sub group, eg: Candy
   
       If you have stayed to a naming convention for your .MB and .FBX then the mesh name should already be appropriate, otherwise change the name to your convention
   
   Options:
       Many of the default options for importing the .FBX should be left as they are, however here are some boxes you will need to check
   
       Items that should be selected for most Static Mesh imports are:
           General > Import Type > Static Mesh
           Static Mesh > Advanced > Explicit Normals
           Materials > Import Material
           If something else seems like it should be selected for your mesh, it probably should be. Try it both with and without and/or check with me
   
       Boxes that should NOT be selected for most Static Mesh exports are:
           Skeletal Mesh > Import Morph Targets
           Skeletal Mesh > Import Animation (remember, STATIC mesh, no animation)
           Once again, If something seems like it should be selected for your mesh, it probably should be. Try it both with and without and/or check with me
   You may be given a warning about Smoothing Groups, if this is relevant to your mesh then read the message and change your FBX export settings, otherwise dismiss this message

You can now place your Static Mesh in the UDK level by draging it into the scene from the Content Browser, although it may not behave correctly yet

Transparency:

   If your mesh's material uses transparency this won't show up right away
   First you need to find your mesh's material, the fastest way to do this is to select the materials folder, that should have been created automatically, of your package in the content browser
   Right click the material and select > Edit Using Material Editor... (this should be in bold)
   In the Material Editor you need to change the material settings, to show the settings at the bottom of the window, click anywhere in the blank space of the node map
   
   Complex transparency (glass, etc):
       For transparency that uses greyscale (semi transparent pixels) select from the settings: Material > Blend Mode > BLEND_Transluscent
       Now connect (click and drag) the alpha channel node (white box) of your texture sample to the Opacity node of the material
   Simple transparency (vegetation, etc):
       For bitmap (black and white only) transparency select from the settings: Material > Blend Mode > BLEND_Masked
       Now connect (click and drag) the alpha channel node (white box) of your texture sample to the OpacityMask node of the material
   Click apply in the top right of the window and your material will be updated
   To fix transparency sorting issues, you may have to make a prefab from multiple meshes, this can be tedious and is dependant on your model, ask me if you need help