UDK Environment Toolkit
This script allows users to swiftly export their models and keep track of the modular pieces in their environment within 3Ds Max.
The plugin has two major features right now. First is the initial setup, which allows the user to create a player reference model and setup Unreal Grid Sizes and Units.
The second is the Environment Manager. Which allows the user to keep control of the modular pieces they want to export to UDK.
Personally when I setup my scene in 3Ds Max, I like to reuse my modular pieces and build the overall scene, this allows me to maintain my trail of thought in my environment.
Once modular pieces are added to the list, the user can control how they wish to export the model. If the Export at Center box is selected, each model will export to the center of the grid relative to the local pivot point of the mesh. This will be done for each mesh. After that, the models are moved back to their overall position in the scene.
The models will override the previous models with the same name in the folder, allowing a quick reimport of mesh changes in UDK.
1. Run 3Ds Max in Administrator Mode
2. Either drag and drop the MZP file into 3Ds Max,Or go to Utilities>MAXScript>Run Script and select the MZP File
3. Once the UDK Env Toolkit launches, go to Customize User Interface,Toolbars, and select Group: Main UI & Categories: UDKEnvToolkit v0.3
4. Drag the UDK Environment Toolkit action to a toolbar for ease of use.
Although this video is slightly older (freeze & select features added) it gives a run through of how to use this in your Environment Art Workflow.
Enjoy, and if you liked it, don't be afraid to buy me a beer ;)
Scott 'Sythen' Baker,
UT3_Male model by Epic Games, All Rights Reserved.