Erick knows... (Y) For the time being, I was refering to u4=maya as they both have strange workflows. I.e. importig a skeleton mesh on one file, then the object's mesh from another. They decided it is the best worklow to pile up things, that really should only show 1 file with it's hierarchy....
But ohh...let's make this complex...yeah...that button:import MESH, and if it contains a skeleton, nah, sorry that's gotta be filed on another folder. Conceiving unique skeleton anims/rigs for enemy bosses, well..sorry 6 legged rig sleleton is parted from a 6 meshed char...just in case a biped wants to use animation...yeah...let's make the importing dialgue be this standard... One goes to think:whatta? On Aug 27, 2015 7:31 AM, "Eric Turman" <i.anima...@gmail.com> wrote: > Blueprints strike me as nothing more ground breaking than node-based > prefabs--gimicky; I'm not sold. For the time being, I'm sticking with the > more generalized platform of Unity. > > On Thu, Aug 27, 2015 at 2:51 AM, Nicolas Esposito <3dv...@gmail.com> > wrote: > >> UE4 like Maya? you kidding? >> >> Unity philosophy, if you want to create basic stuff, is "You have to code >> that" or "There is a plugin for that" which can be applied to both Maya and >> Max...Blueprints in UE4 is one of the greatest thing I could've hope for >> since Unity is all expect artist friendly :) >> > > > -- > > > > > -=T=- >