@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 assignmentif 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 layerAny holes in this logic? Or a simpler way to do it?
Posts: 1
Participants: 1