Unreal | Roman Empire | meshes are not building the actual buildings
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Mark Hillson
I have tried to import the FBX files for a few of the kits I have that are not linked with Unreal from you guys. When I do this, the meshes are not building the actual buildings. So if I bring the roman kit into unreal, leave everything on default import settings, it brings the coliseum in in separated pieces, not an actor like if That kit had an Unreal engine file with it. Can you point me to a good tut on how to do this so it brings the assets in grouped already?
Maxx Burman
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Mark Hillson
Maybe a better question would be why do the Otoy kits not have Houdini and Unreal files available for download? Both of those platforms use Octane as well. I primarily use Houdini and Unreal, so the special edition Otoy kits are a ton of work to make functional. if I cannot find a way to use them in unreal without having to have them open in some other software so I can rebuild the assets myself just seems like unnecessary work. Ancients is one that Some of the Assets have so many parts that it is almost impossible to figure out what pieces go with what to have the kit look the same as if I were to open it in C4d or Maya. In any case I tried a couple different ways now of migrating the files from one project to the other but since I am starting with meshes that are separate, they just migrate separately and not into the pre built assets.
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Mark Hillson
So to do it this way, don’t I have to have the fbx file open in a project? If I do that, I am stuck with unconnected meshes. So migrating them would just mean moving unconnected meshes to another project.
To be clear, the kits I am working with have no unreal project file associated with them only fbx and obj, and C4D, etc. I understand migrating the actors out of a project that has the unreal project defiles.
I will try this method but I would be migrating the fbx files that I had to already import into a project. So with the method, will it build the file structure properly? ( actor,material, data folders) or will I just be migrating the same unconnected meshes?
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Mark Hillson
Did the exact same thing. Still put all the textures and meshes into the new project as in connected meshes and all textures and meshes in the same folder. For this to work I would either have to have an unreal project folder for whichever kit I am trying to use. Or be able to import the fbx file so that it creates the connected meshes. All migrating all the files did was copy the one folder to a new project and did not provide actor folder with the connected meshes inside.
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UlysseP
Hey good morning Mark, sorry about this. would you mind telling me how did you opened or imported the kit?
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Mark Hillson
UlysseP: HI Thanks for the quick reply, so far I have locate my fbx file, leave all the settings at the default on the import screen. Once it is imported, All the meshes come in in separate pieces. Nothing is put together. This is all for kits with no Unreal file to download, like all the Otoy special kits.
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UlysseP
Mark Hillson: hey of course oh strange, when you imported the kit to your own project did you use “Migrate” and follow the process? to import a kit to a new project you have to select the main folder, right click and select ‘Migrate” make sure all the assets are selected and choose your Project and select the “content” folder this is where you want to migrate any kits.
Let me know if this works,
Ulysse.
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Mark Hillson
UlysseP:
I have included a couple screenshots. The one is from importing the fbx file into houdini, you can see the chariot track has been assembled into the appropriate asset. The other picture is when i import the fbx file into unreal, you can see the textures and meshes are all in the same folder, The 3 meshes I have highlighted are 3 of 4 parts of the chariot track, all separate, not made into an actor, or even into a normal built asset. This screenshot is actually after attempting to migrate the kit from one project to another, but doesnt work because I am starting with imported fbx files that are the same, it doesnt build the assets or actors just imports the meshes.
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UlysseP
Mark Hillson: Oh you are right I’m sorry, few older kits has been made long ago and I guess they didn’t got converted yet to the new format.
(Let me asked the team if there is any updates coming for those.)
in the meantime To solve the issue, I would use blender. for the texture there is a way to re-located the material automatically, and for the actors open the kit and manually select each individual actor make sure every mesh are selected and export them all like this one by one.. here is a tutorial on how to do it :