Reset rotation/pivot Axis to match face normal. Just cant figure this out with the tools in max im hoping there is a way to do this in script create a sphere edit mesh explode with value set to 1 i need to be able to rotate each object (lots) around its axis (centre will do) except the objects axis is not aligned to each face so rotate.
Firstly, you shouldn't be exporting an entire scene from max to UE4. Unless you're using complex collisons, you won't be able to navigate around your scene properly and if you are using complex collisions, it's really inefficient.You want to take each object from your scene and export them out as individual props and then build it all back together inside of UE4 A fast way to do this is to move all of the pivots for every object to World 0,0,0. To do this, with one of the objects selected, go to the Hierarchy panel in max and then hit the Affect Pivot Only button and then in the bottom of Max below the perspective window and to the right of the timeline, you want to right click on the X Y and Z spinners to set the pivot to world zero. Then select the rest of the objects in your scene (all at once) and hit the Affect Pivot Only button again and then hit the Align button (right beside Mirror) and then click on the object that is at world Zero. Nck pro2 dongle crack. A pop up window will appear and you need to check off X Y Z and then Pivot Point on both current and Target object and then hit apply. This will make all of the objects in your scene have a pivot of 0,0,0. Now when you export out each one as it's own FBX, when you place the first one in UE4 you can just duplicate it and then swap out for the next mesh and repeat until your whole scene is re-built. This will also allow you to have UE4 generate collisions for you. If you want to make your own collision meshes, just make sure they're convex (IE a bunch of boxes to make an archway) and then name them all UCX_MeshName where you replace the MeshName with the name of the appropriate mesh (ie UCX_Archway)
Hope that helps.