- precise selection of list of needed meshes frees artists to use any helpers he needs. No more "clean version" files or "save selection" hell to keep exported assets clean from any helpers;
- version control systems can contain original asset files for build machine to generate specialized asset formats for all platforms. No intermediate formats needed;
- editor can detect that original asset file is changed (meta-file contains date and content CRCs) and automatically re-export and reload asset into engine;
- new asset importing is very straightforward;
Few implementation details
For prototyping needs I've took the following steps:
- created Max and Maya scripts that monitors some temporary folder for files with description of what scene should be exported;
- when editor needs to export something, it starts Max or Maya in no-interface mode (like "-silent -mip -U MAXScript %s") and then places description files in temporary folder monitored by script;
- script loads files one by one and exports them. When it finds special quit file it closes modeling package;
- editor loads exported files and perform necessarily steps;
- we need to create a small plugin for our favorite packages that will monitor for scene saving event and communicate to editor instance to decide if file should be exported as FBX;
- plugin silently runs export routine (so no additional overhead of loading scene in another modeling package instance) and signals to editor;
- editor loads exported file and perform necessarily steps;
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