Once you've installed the Datasmith Exporter plugin for 3ds Max, you'll have a new .UDATASMITH file type available to you when you export a scene from 3ds Max.
Follow the steps below in 3ds Max to export your scene using this new file type.
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From the 3ds Max File menu, or the MAX menu at the far left of the main menu bar, choose Export.
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Set the following:
- Save in: Choose a location for the new Datasmith file.
- File Name: Give your file a name.
- Save as type: Select Unreal Datasmith (*.UDATASMITH)
- Click Save.
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In the Datasmith Export Options window, you can filter the information that you want to be included in your exported file and carried over into the Unreal Engine.
Setting | Description |
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Include | Determines which objects in the scene are included in the exported file.
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Animated Transforms | Determines how the exporter handles objects with animated 3D transforms.
Regardless of the value you choose for this setting, the Datasmith exporter always bases its exported data on the state of the scene objects in the current frame in 3ds Max. If you have animated mesh deformations or other sub-object animations, the Assets and Actors you'll see in the Unreal Engine after import will reflect the state of those objects at the frame that you have selected when you export the scene. |
- Click OK.
After the export is completed, the exporter shows a report of any issues it found with your content — typically, these are notifications of things that the exporter couldn't translate perfectly, or that may not show up in the Unreal Engine in exactly the way they do in 3ds Max.
End Result
You should now be ready to try importing your new .udatasmith file into the Unreal Editor. See Importing Datasmith Content into Unreal Engine 4.
Along with your new .udatasmith file, you'll see a folder that has the same name but with the suffix _Assets. If you move your .udatasmith file to a new location, make sure that you also move this folder to the same location.