ueGear
Unreal Engine Gear
ueGear 0.1 Roadmap Goals
Goal:
- IO layout data (Cameras + static Mesh + skeletal mesh)
New tools:
- Core libraries
mGear 4.3 counterpart/Pipeline tools for ueGear
These tools will be implemented in mGear
Goal:
- improve game pipeline
ueGear 0.2 Roadmap Goals
Goal:
- Syncing selected assets in Unreal Levels with Maya.
ueGear 1.0 Roadmap Goals
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
mGear 4.3 counterpart/Pipeline tools for ueGear
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
DESIGN DECISIONS
- 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.
Unreal Plugins
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
Workflow
New Maya Scene, Existing Level and Sequencer Data
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]
FBX SDK Setup
OSX
Go to the FBX webpage and install the latest version that works with your Maya version.
Unreal Cameras
- 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.