For example, in the case above, the teapot on the right is instanced in the Level as a Static Mesh Actor rather than an Actor with a Static Mesh Component.ĭatasmith does not support importing instances that have both different pivot points and a non-uniform scale in 3ds Max. All you need to note is that in this case, your model is a Component of the parent Actor, rather than being a Static Mesh Actor itself. You can move, rotate and scale the parent Actor in the Unreal Engine Level, and your model will behave as you expect. This Actor is given a Static Mesh Component named Teapot002_Pivot, which refers to the Static Mesh asset for the teapot, and is offset from the parent Actor by exactly the right amount to make it appear at the right place relative to the other geometry in the scene: When Datasmith brings the scene into Unreal, it creates a new Actor called Teapot002, at the location of that pivot point in the 3D world. Datasmith adds the suffix _pivot to that child Component's name.įor example, the teapot on the left has a custom pivot placed at the top of its lid: It then gives this parent Actor a Static Mesh Component that references the Static Mesh asset, and that has a translation offset from the parent Actor that places it where it needs to be in the 3D scene. Each time it needs to place this Asset into the Level, instead of creating a Static Mesh Actor, it creates a new, empty parent Actor at the location of the custom pivot for that instance. If one or more instances use a different pivot location from the others, Datasmith sets the Static Mesh Asset it creates in Unreal to use the default pivot location of the 3ds Max object. When you rotate any of the Static Mesh Actors that Datasmith creates for this object in the Unreal Engine Level, it will rotate around the location of that custom pivot as you expect. If all instances in 3ds Max have the same custom pivot point, Datasmith simply sets this as the pivot location for the Static Mesh Asset it creates. When Datasmith translates your objects to Unreal, it handles those pivot points as follows. However, in Unreal Engine, all instances of the same geometry need to use the same pivot point. In 3ds Max, you can set a custom pivot point for each object in your scene, even when those objects are instances of the same master object. Wherever possible, we recommend taking advantage of this by using instances in 3ds Max for all repeating elements in your scene (such as windows, doors, or chairs). This is typically better for the runtime memory requirements and performance of your Project, and it helps you manage your content by keeping the number of Static Meshes down. It then places multiple instances of that Static Mesh into the Level in Unreal. When Datasmith detects multiple instances of the same master object in your 3ds Max scene, it only creates one Static Mesh Asset for that object. For more information on this setting, see the 3ds Max Help. For these kinds of objects, 3ds Max allows you to customize the granularity of the tessellation that it uses when rendering in a viewport in its Viewport Display Settings > Mesh Quality Presets setting: Coarse, Medium, or Fine:ĭatasmith respects the level of tessellation you set here for each Body Object in the scene. The exception to this rule is 3ds Max Body Objects, where Datasmith bases the geometry of the Static Mesh Asset on the 3ds Max viewport mesh instead of the render mesh. That means that your Assets in Unreal will typically have exactly the same triangles as you see in 3ds Max renderings. In most cases, Datasmith uses each 3ds Max object's render mesh to create the geometry for the corresponding Static Mesh Asset in Unreal. This section describes what's special about the way Datasmith converts geometric objects from your 3ds Max scene into Static Mesh Assets and Actors in your Unreal Engine Project. To read more about other types of Datasmith workflows, see Datasmith Supported Software and File Types.
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