Showing posts with label Tutorials. Show all posts
Showing posts with label Tutorials. Show all posts

Saturday, September 17, 2016

Lego_group_project_Import your FBX to UE4





Hi, guys. After your upload your FBX/maya file to the folder you need to open up your project (Lego_Group_Project.uproject) to import your FBX to the content-lego-legoblocks-round2 folder.



Inside UE4, go to your content browser, navigate to lego>legoblocks>meshes>round02 folder.
Click on the orange import button, navigate to where you save your FBX, highlight them click on open.



 Uncheck the import material, import texture, click on import all



 Double click on the mesh open up the viewer


 go to your LOD setting import your LOD Level one


uncheck the auto compute LOD, set the screen size 0.01 or whatever fit your pieces


 Connect to source control

 
 right click on the mesh, source control>mark for add



 Submit to source control


For right now, those are the only pieces in the mesh folder, please upload



Wednesday, September 14, 2016

Lego Group Project Perforce Structure Set up Guide



Lego Group Project Perforce Structure Set up Guide



Perforce
By now every one should know how to connect to perforce, Password: Pw"yourNID"
Make sure you use right work space, we are using the general one (not the tech art work space) 


Go to Depot
High light folder called 3D, hit get latest button


You should get a 3D folder downloaded to your local c-drive>use>yourname>dev>Cohort13_Public>3D



Inside 3d folder, there is a Maya folder

 

It is where you save your .fbx and .ma/.mb




After you guys done with modeling on Friday, add to change list and submit your .fbx and .ma/.mb files to perforce. (show a example in class) If you are not sure how to do that, ask your neighbors or send me a slack message.
Inside 3D folder there is our master project folder called : Lego_Group_Project





Inside that folder, we have our Lego_Group_Project.uproject and the content folder



Inside Content Folder, there is our Lego folder



Which contains a lego blocks folder and Lego Maps folder 


 We are going to place our materials, meshes and textures inside the legoBlocks folder.




All the material goes here.
Naming convention for material: M_description_Lastname.uasset




All the mesh assets should go into Meshes-round 2
(I have last weeks assets store in Meshes-round1 folder)
Naming convention for meshes: description_Lastname.uasset
 


All the texture assets should go into texture folder
Naming convention for texture: T_description_Lastname.uasset




All the level information should be store inside lego Maps folder



Save your individual levels inside your group folder.

 I will talk to group lead about the overall set up for master levels 


UE4/ Perforce source Control

Let's Open up UE4 by double click on the project
go to your content browser >lego>lego map> groupMap
click on this LastnameInitialFirstname level, this is the sample level I made for you guys to begin with.


 Go to your file, do a save as


 Save your file in the same folder give it a name. Example: Mine is Ychen_Car
hit save. It should create a new level for you.


You can begin build your levels

Now we need to connect to source control

 

This is the setting make sure you have right server name and right workspace


 After successfully connect to server, your level or newly imported mesh/materials/textures/ should have a question mark on the right top of the icon. That means they are still local.


 Right click on the icon >source control> mark for add


 The question mark should turn into a plus sign


 Go to your source control again , choose submit to source control


 Write a description, hit ok. You should be good to go. Finally, don't forget the save your project often.


 
Warning: Never ever check out entire folder. You should only check out the content you made.

If you guys have any question, please feel free to ask me!

Maya Tips & Tricks #003 Quick Overview of Graphic Editor

Maya Tips & Tricks #003 Quick Overview of Graphic Editor

Maya Tips & Tricks #002 Boucing Ball Rotation

Maya Tips & Tricks #002 Bouncing Ball Rotation

Tuesday, August 30, 2016

Tips & Tricks in Maya #001 Buttons on the shelf

Tips & Tricks in Maya

#1 Creating buttons on shelf
Sometimes I found myself having trouble remembering hot keys since I am using different programs which has different set of hot keys. Maya has a very neat function which is creating button on custom shelf.
Like this one below
This is very easy to set up and super useful.
First go to menu, high light the function you want to create button for, hold down shift+ control, Left mouse click. Maya will generate a icon on the shelf you were currently on.




For example, I found my self using Delete history a lot. I went to edit menu, high light the Delete by type> history then hold down shift + control and click. Here is my button for delete history.

 Besides that we can generate button from script.
Remember the script Nick emailed us for Reset your  window position.
Let's generate a button for that.

First go to your email copy the mel script open up your script editor
Paste it then  ctrl+enter to run the script



High light the script and middle mouse drag over the script

select MEL since it is a mel script.

There Maya made a button for you to reset window position.
To give button a name: right mouse button -select edit
That will take you to a shelf editor
You can change the icon image, naming, lable, color...

You can even create your own shelf and save it and transfer over to other machine.

Thanks for reading all the way through. Hope this tip will help you!