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Script logic for setting up for UE4

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@wynott wrote:

I’m looking to set up a script to help more quickly iterate on getting the model into Unreal.

Main issue right now is material reassignment at the other end.

I’m thinking of a script that reorganizes the model hierarchy into layers based on material assignment instead so that selection in unreal is fast and easy and I just have to assign like 5 or 6 groups instead of going through the entire object-based hierarchy.

So… The flow might look something like this?:

save file
save as new file //prevent accidental destruction of working model
delete all curves
delete all objects flagged not to render in maxwell… // not sure if this is possible. may have to create a specific material name and filter for it here.

for each layer

if layer is set to visible
(
get current layer material name assignment

if destination layer doesn’t exist (material name)
(
create new destination layer (material name)
assign correct material to new layer
)

move current layer objects to destination (material name) layer
) // close the visibility if
delete layer (current layer)
next layer

Any holes in this logic? Or a simpler way to do it?

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