Export Max to UE4

What’s it let you do?

  • Export each selected mesh to an individual FBX file.
    • Move each object or mesh to 0,0,0 for export, Or you can uncheck on export option (Move each object to 0,0,0)
    • Name Each FBX according to the MAX scene name
  • Allows you to use a grid object to set an arbitrary origin (For really big scenes)
    • Just make a Grid helper and name it UE4_Grid and the script will detect it
  • Copy the location, position and scale or selected objects to the clipboard using Unreal-friendly syntax allowing you to paste thousands of objects objects into your UE4 maps with a couple of clicks!Paypal: https://paypal.me/prakashartist

    It’s pretty straightforward, but Here’s a bit of a walkthrough to help you out!

    Part 1: Installing the script

    1. Open MAX and go to the menu bar MAXScript>Run Script…
    2. Find where to downloaded and unpacked the script and select TS_UE4_ExportObjectTool.ms
      This will seemingly do nothing, but rest assured it’s actually copied the scripts to your usermacros folder. You will need to install the script using Customize UI.
    3. Go to the menu bar: Customize>Customize User Interface…
    4. I like to make a menu, but you can also add the script to your quads, create a shortcut or add it to a toolbar. To add it to a menu:
      1. In the Customize User Interface dialog, select the Menus tab
      2. On the right-hand side, click New… and Type in a name for the Menu (I did TS_Tools)
      3. in the lower-left Menus list, find your newly created menu and drag it into the window on the right. You should see it appear in your menu bar immediately.
      4. Int he category drop down, look for TS_Tools
      5. Drag and drop the Export Objects to FBX for UE4 item into the newly created menu in the right list. You should see the new option appear in the menubar and should be able to launch the script by selecting it.

        Part 2 : Using TS_UE4FBXExporter to export FBX files:

        1. Launch the script
        2. The script defaults to moving each object to 0,0,0 before exporting. This will be reflected in the list.
        3. Select the objects/meshes you want to export
        4. Verify the names, etc in the list
          1. The script creates a single FBX for each mesh and names it the scene name
        5. You can open the export directory easily by hitting the Open Export Path in Explorer button
          1. The script creates a /export directory in the directory where the .MAX file is located
        6. Click Export Selected Objects button. Each selected mesh will be exported.
        7. If you’ve turned on Show FBX Export Dialog, you will be prompted once before the export, allowing you to set the options for that batch process
        8. Now, simply import the exported FBX files into UE4 however you like!

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        3dsmax 2016 small export script

        A very simple script, create to simplify game engine export process, with minimal options.

        Center pivot : do a simple center pivot on selected objects,

        Center pivot bottom : like previously, but on the bottom (-Z) of the transformation matrix.

        Center object to world : align selected objects to 0.0.0.

        Process fbx Export UE4: Make a clean simple unreal 4 export :
        Reset Xform, collapse, center to world, save as fbx (in /export folder of your project), replace the object at this orignal position.

        Process fbx Export Unity: Make a clean simple unity export :
        Reset Xform, collapse, center to world, rotation matrix -90 0 0, save as fbx (in /export folder of your project), replace the object at this orignal position/ rotation.

        Open export folder : open your /export projet folder.

        Additional Info: 

        1.02 Patch note :

        – Fix FBX array export problem, now multiple objets are separatly export to each file,
        – Adding selection warning if no selected object (prevent script crash),
        – Adding undo command support for each function.
        – Adding Unity Export pipeline.

        Version Requirement: 


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