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View Full Version : Importing models to UDK from 3ds: help


longhornfan25
04-22-2011, 09:00 AM
So i've made a modular building with 2x 1024 texture sheets + normal/spec, and have about 40+ differint modular pieces, and now i want to import them in to UDK from 3ds max. my question is, do i have to export each individual piece one by one? or is there a way which i can export them all at once.

Thanks, Michael




NOTE: both texture sheets are in the same scene
http://i177.photobucket.com/albums/w212/m1keyinnis/Untitledghjg.jpg

Bal
04-22-2011, 09:15 AM
What you want is this pretty much :
http://www.polycount.com/forum/showthread.php?t=62330

sprunghunt
04-22-2011, 10:07 AM
What you want is this pretty much :
http://www.polycount.com/forum/showthread.php?t=62330

And for the importing bit you can select multiple files to import and just import a bunch of meshes all with the same settings.

NordicNinja
04-22-2011, 11:43 AM
Couldn't you also export all of them in an .FBX file and then leave the "combine meshes" option in the UDK import blank?

I'm leaving that as a pseudo-answer as I'm still a UDK n00b. :)

longhornfan25
04-22-2011, 12:17 PM
Thanks guys :).

but i thought you need to use .ase
is FBX the same thing?

NordicNinja
04-22-2011, 01:54 PM
.FBX is a file format (still being developed) that Autodesk uses. Think of it as a .OBJ file that can also export other stuff such as basic camera, animation and lighting information. So it's a fancy file format with more options that has a habit of breaking things. :thumbup: :poly142:

UDK started supporting .FBX importing a few versions back.

e-freak
04-22-2011, 02:14 PM
Yes, FBX is just everything, multible objs, rigged geometry, animations, etc.. keep in mind that you need to adjust the pivot in max for each object if you want to profit from using them on a grid in udk.

longhornfan25
04-22-2011, 04:45 PM
yes, thank all yall for your help.:)

i used BatchExporter Script i found, that way all the pivots kept in the right place

Psy-UK
04-24-2011, 03:44 AM
Yes, FBX is just everything, multible objs, rigged geometry, animations, etc.. keep in mind that you need to adjust the pivot in max for each object if you want to profit from using them on a grid in udk.

Does .FBX retain each objects pivot point? When I've exported as .OBJ the pivot for the object isn't retained. It simply uses the centre of the world as the pivot point. :X

mixeh
04-24-2011, 05:16 AM
Can I add a question to this thread, and I don't mean to hijack.

I also have a building that I need to export from 3DS Max, that requires multiple different materials in UDK, is there anyway I can export just the ONE .ase, and have all the seperate objects within this .ase file have material slots available to me in UDK?

Currently I have to export every single object that will have its own material, and then painfully line them up with each other in my scene in UDK.

Thanks in advance.

Psy-UK
04-24-2011, 05:26 AM
If I understand your question correctly, you can assign a material to each material ID of the model through the static mesh editor. Under 'LOD Info' you should have as many elements as you do material IDs within the model.

mixeh
04-24-2011, 05:32 AM
Ah okay thanks, kind of embarassing how do I assign a material ID?