Files
kerim borchaev c2bb0dceae 3DS MAX DirectLink plugin - very WIP
---
Ho to use.

Build with environment variable set:

DATASMITH_3DSMAX_PLUGIN_WITH_DIRECTLINK=1

Note - it should build DatasmithMax2022.gup in Engine\Binaries\Win64\3DSMax\2022

Add that ..Engine\Binaries\Win64\3DSMax\2022 folder to Max pluging paths. Max menu - Customize/Configure User and System Paths/3rd Party Plugins

Execute Engine\Source\Programs\Enterprise\Datasmith\DatasmithMaxExporter\Extras\3dsMaxScripts\UI\DatasmithDialog.ms

    This will activate the plugin and create UI

Sync/Connections/Export buttons should work
---


Review disclaimer:

- This is very preliminary review!

- All in one file for now
- Some code duplicated from baseline - like exporting hierarchy. Syncing is quite different from straight export!
- Some baseline plugin code changed to be able to reuse - one which seemed to need little interference, less chance to break.

- Export - most hierarchy export, with transforms, refscene; geometry - basic GeomObj only, materials - already using full existing plugin's export code
- Missing export(to be on par with existing) - a lot! Other object types, collision, pivots, instances, forest..
- Change tracking - geometry/transforms/material assignment/material changes basically working. But lot to add/fix(e.g. hacky material re-export)
- Slate UI working
- Key functions exported to MaxScript

- Built/tested only in 2022

#rb JeanLuc.Corenthin
#jira UETOOL-3895

[CL 17595504 by kerim borchaev in ue5-main branch]
2021-09-22 10:21:10 -04:00

18 lines
363 B
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
using System.Collections.Generic;
public class DatasmithMax2022Target : DatasmithMaxBaseTarget
{
public DatasmithMax2022Target(TargetInfo Target) : base(Target)
{
LaunchModuleName = "DatasmithMax2022";
ExeBinariesSubFolder = @"3DSMax\2022";
AddCopyPostBuildStep(Target);
}
}