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中国翻译
한국어
Interested in the Unreal Engine?
Visit the Unreal Technology site.
Looking for jobs and company info?
Check out the Epic games site.
Questions about support via UDN?
Contact the UDN Staff
Exporting Static Meshes from Maya
Document Summary: How to set up and export static meshes using Maya and the ActorX plugin. Document Changelog: Created and maintained by Erik de Neve?.Overview
The pipeline for creating static, textured geometry for levels or objects in Unreal engine games involves creating the meshes in a 3rd party modeling tool like 3DS Max or Maya, and exporting them to the .ASE file format. Max can export these natively, and for Maya users there is special functionality in the ActorX exporter plugin.Maya plugin commands for static mesh export
Activate the static mesh exporter by typingaxmesh
at the command prompt. The window that pops up is largely self-explanatory.
Maya-style 'hard edges' are automatically converted to smoothing groups in the ASE file, and you can export your mesh with multiple simplified-collision-geometry primitives just like with 3DS Max, by using the MCD**_name naming convention as documented in e.g. the CollisionTutorial.
For any single mesh object in the scene, vertex colors and multiple UV channel mapping data are automatically exported whenever they have been applied to them. For details on using shaders with vertex coloring(alpha) and multiple UV channels, consult the VertexBlendingTutorial.