Some thoughts on OBJ exports in WM2
Task:
Generate and export a big terrain as a tiled build in obj format.
Problem:
Each obj’s mesh is named “TerrainMesh” and is positioned at 0,0 and you usually have to adjust the scale.
Solution:
3 additional options for the mesh output node:
- Save absolute position on tiled builds ( also see # )
- Object name = file name
- mesh export scale factor
I usually have a scene / shot already set up and have to add meshes from other applications like WM2. ( So the scale is basically set )
The only workaround now is to have a custom import script which renames, scales and positions the tiles based on their string file name.
Bur when I have to tweak a Terrain in ZBrush then I need to go through 3dsmax first because of the problems stated above.
Also when I need a certain part of the mesh in higher res, then I need to export a different extent and position the tile by hand.
# This would make “absolute positions” even more powerful:
You could make an option to pick one Render Extent as a reference for the absolute position.
( Not necessarily the same you have set in your build options )
This way your main extents for your tiled build and other extents for detail exports ( “we need that cliff with more details” ) would match in world space because they are all relative to the Extents you have set as reference.
=> a lot of time saved
I think with those simple additions WM would integrate much better into a working pipeline 8)
Also it’s just about the mesh output node ( easy to implement ? / not breaking anything else ? ) so yeah … just some thoughts / wishes
cheers