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Just for reference to anyone out there in the Games
Industry. I have spoken with Dave at Epic and here is the reply,
"Hey
Wayne,
Thanks for your
message.
This behaviour hasn't really been an issue for us because we're
primarily a Max house, but I can definitely see how this would be a benefit
for shops making extensive use of Maya or XSI.
I'm not familiar
enough with the Maya/XSI APIs to know offhand how easy it would be to add
this behaviour to ActorX on those platforms, but I've added your feature
request to our database (#43598) and flagged it for further
investigation!
-- Dave Burke Epic Games".
The behaviour
we are speaking of is the Max Actor X exporter can take a mesh, like a vehicle
that doesnt deform, and using the link hierarchy from Max, build a weighted rig
upon import into the Unreal 3 editor. With both Maya and XSI you must do this
all by hand before you can even export and it kills the workflow when you have
to go and fix/append things to the vehicle later on, not to mention if you have
20 or so vehicles to work with. Hopefully there will be an updated version of
XSI's Actor X exporter soon! Cheers.
-Wayne
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