I’m looking to set up a script to help more quickly iterate on getting the model into Unreal.
Main issue right now is material reassignment at the other end.
I’m thinking of a script that reorganizes the model hierarchy into layers based on material assignment instead so that selection in unreal is fast and easy and I just have to assign like 5 or 6 groups instead of going through the entire object-based hierarchy.
So… The flow might look something like this?:
save as new file //prevent accidental destruction of working model
delete all curves
delete all objects flagged not to render in maxwell… // not sure if this is possible. may have to create a specific material name and filter for it here.
for each layer
if layer is set to visible
get current layer material name assignment
if destination layer doesn’t exist (material name)
create new destination layer (material name)
assign correct material to new layer
move current layer objects to destination (material name) layer
) // close the visibility if
delete layer (current layer)
Any holes in this logic? Or a simpler way to do it?