https://github.com/gildor2/ActorX
Epic Games ActorX plugin source code
https://github.com/gildor2/ActorX
3d 3d-models 3dsmax actorx actorx-plugin exporter maya model-format plugin unreal unreal-engine
Last synced: 6 months ago
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Epic Games ActorX plugin source code
- Host: GitHub
- URL: https://github.com/gildor2/ActorX
- Owner: gildor2
- License: bsd-3-clause
- Created: 2016-03-29T15:48:52.000Z (about 9 years ago)
- Default Branch: master
- Last Pushed: 2021-09-05T06:58:33.000Z (over 3 years ago)
- Last Synced: 2024-11-12T05:07:09.805Z (6 months ago)
- Topics: 3d, 3d-models, 3dsmax, actorx, actorx-plugin, exporter, maya, model-format, plugin, unreal, unreal-engine
- Language: C++
- Homepage:
- Size: 591 KB
- Stars: 90
- Watchers: 11
- Forks: 38
- Open Issues: 1
-
Metadata Files:
- Readme: README.md
- License: LICENSE.txt
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README
ActorX - Unreal Actor Exporter
==============================Building the source code
------------------------We are using own build system to compile ActorX. You may find a Perl script in `./genmake`. This script
generates makefiles from some human-friendly project format. After that you may build generated makefile
using `nmake` for Visual Studio or `make` for gcc.There's a build script which iterates over all available SDKs and issues build for all available SDK platofrms.
This script could be found in `./build.sh`ActorX is compiled using Visual Studio. Currently build is performed with Visual C++ 2019, but in theory
almost all Visual Studio versions should be supported (perhaps except Visual C++ 6.0 and Visual C++ 2001).Build system utilizes GNU Tools for building, in particular - Bash and Perl. I've packaged Windows versions
of such tools which was a part of [MinGW/MSYS project](http://www.mingw.org/). You get may everything you need
for a build [here](https://github.com/gildor2/UModel/releases). This page contains **BuildTools.zip**. You should
download it and extract into some directory, let's say to *C:\BuildTools*. After that, put *C:\BuildTools\bin*
to the system *PATH* variable. Also it is possible to create a batch file which will temporarily tune *PATH* and
then execute build script. Here's an example of such file:@echo off
set PATH=%PATH%;C:\BuildTools\bin
bash build.shTo launch a build process without a batch, simply execute
bash build.sh
This command line will issue building ActorX plugin for all available supported SDKs. If you want to build a particular
version, use this command line format:bash build.sh
(see description of SDK_Ver format below)
SDK
---SDK are not distributed for legal reasons. You should download them from corresponding developer's sites and place
under /SDK directory (relative to the project's root). Directory layout for x86/x64 mixed platofrms is:/SDK
/
/include
/lib
/x64
/lib` ::= (Max|Maya)(Year)[_x64]`
All includes goes to `/include`, x86 libraries to `/lib`, x64 libraries to `/x64/lib`.
For x64-only SDK's, use the following layout:/SDK
/Max2014_x64
/include
/libAll libraries should go to the `/lib` directory. Suffix `_x64` of SDK's directory name is required.
Build script is intended to work with Max and Maya versions starting from 2012 year, but it should work well with older
versions too.Web resources
-------------[Plugin announcements and discussion thread on Gildor.org](http://www.gildor.org/smf/index.php/topic,1221.0.html)
[Original plugin home page](http://udn.epicgames.com/Three/ActorX.html)
License
-------ActorX plugin is licensed under the [BSD license](LICENSE.txt).