feature highlights:
converting assets to unreal-ready asset
With one button, convert any rigged Maya asset to a clean fbx with just joints and meshes. Creates a clean export skeleton with no extra transform nulls or other junk. This skeleton is retained in the asset and is driven by the existing rig. Later when you bake the animation on the asset in your shot files, this is the skeleton that gets baked and exported. This feature also has the option to only export visible meshes, which is necessary if the rig has any built in mesh switching.
exporting character animation to unreal
One-click export of character animation. Bakes the designated export skeleton (if it’s an h301 rig, the export skeleton is pre-defined) and exports an fbx of the animation file. Until the remote execution is solved, you have to manually import the animation into Unreal, assign the correct skeleton, and load it into your level or level sequence.
exporting camera animation to unreal
One-click export of your selected scene camera.
exporting mesh animation to unreal
For exporting deformed (not-skinned) mesh animation in Maya to a blendShape animation in Unreal. Similar to just exporting the mesh as an .abc cache, except that it’s a mesh asset.
converting transform animation to joint animation
For moving scene content in Maya that isn’t set up as a rigged asset with an Unreal counterpart. It creates a joint set up where meshes under the transform node become skinned to a single animated joint that matches the transform motion. Creates an fbx containing joints, meshes and animation that can be imported into Unreal.
remote execution
This feature is still in progress. Trying to simplify using the Unreal Editor as a renderer for Maya animation.
automation
This feature is still in progress. Trying to simplify using the Unreal Editor as a renderer for Maya animation