Join Scott Pagano for an in-depth discussion in this video Export camera from Maya, part of Unreal: Content Pipeline.
- [Narrator] So now we've created our export camera.…You know that we have parented to our main camera…and here we have our nice little lobby camera move.…So now I'm going to select my export camera…and you can see that we have, obviously,…our values for x, y, and z for translates and rotation…that are basically all being driven…by this parent constraint relationship.…So what we want to do now is we want to bake those…as key frames, so what I'm going to do…is I'm going to go--…We're still under the 'Animation' menu set here.…I'm going to go under 'Key',…I'm going to go under 'Bake Animation'…and make sure to click the option box.…
So let's look at what we have here.…And again, I'm going to go 'Edit', 'Reset Settings'…just so what you have and what we have…are the same over here.…Okay, so the first thing I want to do…is I want to select all the channels…that I actually want to bake in the channel box over here.…Select those, and then you can see here,…it says "Channels, All keyable" or "From Channel Box",…so I'll say From Channel Box.…
- Working with geometry
- Importing processed files into Unreal
- Using the Skeletal Mesh Editor
- Creating a material with textures
- Refining Substance material
- Assembling your scene in Unreal
- Working with cameras
Skill Level Intermediate
2. Textures and Materials
3. Geometry Settings
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