Jun 7, 2018

Using existing Projects for Shots

4 comments

I am just trying out the demo and I was just wondering if it is possible to use existing Unreal projects to stage shots in, like levels downloaded from the market place or previously created ones?

 

If it is possible what would be the work flow to achieve that?

Jun 7, 2018

Hi Dru

There is a workflow to use existing UE project for shots in PiStage 1.2.

I will prepare a tutorial with steps as soon as possible.

Please keep attention in this thread.

Jun 7, 2018

Cheers Daniel, I will.

Jun 11, 2018Edited: Jun 11, 2018

The following steps may break folder structure of your existing Unreal project. Recommend backup the project first.

 

1. In this case, I download SunTemple project from learning page of EpicGames Launcher.

 

2. Open SunTemple project by UE4.18 editor.

At first, UE editor would auto-load default map from its content browser.

It's better to make a new empty level to clear the memory of default map.

 

3. Add a new folder named Imported_Content which is unique in Content folder(/Game), then add a new folder named SunTemple ( based your project name ) in Imported_Content folder.

 

4. Select initial folders ( Assets, Blueprints & Maps folders ), then drag them to the folder SunTemple.

by selecting Move Here.

 

 

5. It would take a while to move and update the path for all unreal assets.

 

6. Right-click Content folder to execute Fix Up Redirectors in Folder. ( It's an important step. )

It would also take a while to redirect links for assets.

 

 

7. Select initial folders ( Assets, Blueprints & Maps folders ) to delete them. Just ignore the warning of SunTemple_BuiltData to delete it, then load SunTemple level to check.

 

8. All assets and folders are moved to ...\Content\Imported_Content\SunTemple .

The standard folder structure is ready to use for PiSatge shot.

 

Jun 11, 2018Edited: Jun 11, 2018

Since existing Unreal project has been modified folder structure for PiStage shot, let's copy content into PiStage project.

 

1. Show in Explorer for your PiStage project. In case, it's PiStageProject in content path E:\PiSquare\Content\Content2018\ .

 

2. There is a folder named Imported_Content in ...\PiStageProject\Content\. It is the same folder shared assets from previous unreal project.

 

3. Copy the folder ...\Content\Imported_Content\SunTemple from previous unreal project into the folder...\PiStageProject\Content\Imported_Content .

 

4. Now shots of PiStageProject can access levels and assets in ...\PiStageProject\Content\Imported_Content\SunTemple . Let's check out a shot of PiStageProject in PiManager, then execute Open UE.

 

5. You can see the same folder structure ...\Content\Imported_Content\SunTemple in content browser of this shot.

 

6. Currently PiStage shot/level has been loaded in unreal editor, then open the Levels tab to merge existing SunTemple level in ...\Content\Imported_Content\SunTemple\Maps\.

 

 

 

7. The SunTemple level would be streamed into PiStage shot/level.

 

8. In Levels tab, right-click SunTemple to change streaming method from Blueprint to Always Loaded. It makes SunTemple display in PiView for PiStage shot/level.

Save All before closing Unreal editor.

 

9. Let's get back to Maya and launch PiView for this shot. You can see the streaming level SunTemple in PiView.

 

 

 

 

 

New Posts
  • Hi all, We’re excited to announce the launch of our new PiSquare Support Forum! The new forum address is at https://forum.pisquareus.com/ . Previous posts were all moved over and grouped into the discussion categories. Please logged in the forum with the same identiy registered on PiSquare File Server ( https://files.pisquareus.com ), or just register a new one. We look forward to seeing you there.
  • Hi guys! It's just a wonderful idea for an animator! Many thanks! I have a few questions. 1. How to connect blendshapes? 2. How to increase FPS? 3. The price of this wonderful program?
  • I'm testing the PiStage1.2.0 version. I made a simple rigged file named “boy_setup”. This file is simply skinned with the default skeleton tool of Maya. When I previewed the “boy_setup” with Piview, I found that the geometry was hard edge display. Please see the following picture. I have found that as long as the model is rigged, hard edges will appear in Piview. I would like to ask, for rigged files, in order to display soft edges in Piview, what kind of setup work do I need to do ahead of time? Thank you very much.
  • Black Facebook Icon
  • Black Twitter Icon
  • Black LinkedIn Icon
  • Black Instagram Icon
  • Black YouTube Icon

© 2019 PiSquare

204 South Beverly Drive, Beverly Hills, CA