I’m writing a tool to export skeletal meshs, static meshes, and character animation FBX files from Maya for use in UE4. Publishing via the Send to Unreal plugin works fine, but I can’t reproduce those settings within my script. Here’s what I have so far:
Ahhhh, much better than the MEL eval, thanks for this!
I’m still having the same problem though: No matter what settings I use, I can’t prevent animation from publishing to the asset.
For example, if I put a few keys on a cube, uncheck the Animation box in the Send to Unreal plugin, and then export, when I bring the file back into Maya it doesn’t have animation on it (This is working how I want it to). I would think that the settings I used in my initial post would give me the same results, but it’s still publishing WITH the keys on the object (Not what I want). Any insight into the proper settings?
Hey Bob,
I just wanted to confirm, when exporting with HardEdges, I seem to be getting scrambled UVs in Channel2 for skeletal meshes and for skeletal meshes with blendshapes, the vertex mapping appears to be broken and vertices tear. All when exporting with HardEdges = True. Do you not have the same results?