Unreal Engine Gear
Goal:
- IO layout data (Cameras + static Mesh + skeletal mesh)
New tools:
- Core libraries
These tools will be implemented in mGear
Goal:
- improve game pipeline
Goal:
- Syncing selected assets in Unreal Levels with Maya.
Goal:
- Generate a simple Runtime rig with Control Rig
- Generate Full Animation rig with Control Rig
- Generate IKRig with retargeting mapping
- IO layout data (Cameras + static Mesh + skeletal mesh)
- Assembly of modular characters
New tools:
- Core libraries
- Control rig function solvers like Maya counterpart
- ueShifter:
- EPIC component counterpart to build from Collected data in Maya
These tools will be implemented in mGear
Goal:
- improve game pipeline
- gNexus (.gnx): General data collector for ueGear
New tools:
- FBX exporter
- 1click send to Unreal (FBX) Skeletal mesh and animation
- Always starting from Unreal
- Always assume camera in sequencer Unreal > Maya > Unreal camera flows
- Adding custom attributes on Camera to FBX
- A shot represents one Camera track.
The following plugins must be activated in your project to get the full benefit of ueGear.
Python Editor Script Plugin
Sequencer Scripting
Remote Control API
, Required for Maya to pipe queries into Unreal
NOTE: Before starting you will need to have MGEAR_FBX_SDK_PATH
setup in your environment varialbes, and have it pointing to an FBX SDK, which can be downloaded from SDK
WIP: Working on making the Maya to Unreal workflow not require FBX SDK, as this adds a level of complexity for the User.
- Open
Maya
andUnreal
- Make sure that mGear is installed for both applications (mGear, ueGear).
- In
Unreal
, Open theLevel
and LevelSeqence inSequencer
, that you want to work on.
NOTE: Any information that is in the Sequencer and outside of the Playback
region (red/green lines), will not be exported. This means animation keys on the camera.
[Functionality could be added at a later date to implement entire camera track sections get exported even if outside of the Playback region]
Go to the FBX webpage and install the latest version that works with your Maya version.
- Can exist in LevelSequencer
- Can exist in a sub sequence of a LevelSequencer
- Can be instantiated by the LevelSequencer
- Can exist in a Level and not in a LevelSequencer
- Never exists in the Content Browser. It will appear in a LevelSequence or inside a level.