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Question by Mortoc · Jul 30, 2012 at 04:35 PM · mayapipeline3ds max

Anyone know a Pipeline Strategy for only some developers to have Max/Maya installed?

One of the best parts of Unity is the interactive import. When an artist is building a model in maya, they save the .mb in the unity project and that magic we all love happens. The problem is that we don't want to have every person working in Unity to have to have Maya installed. The solution is to have the artist export to .fbx after the model is good, but this is awkward and requires us to build a parallel directory structure out side of "Assets" to version the art.

Does anyone know of a way to leave the .mb or .max files in Assets/ but have Unity just use a cached .fbx import (or some other strategy)?

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Answer by Kryptos · Jul 30, 2012 at 08:30 PM

We had the same issue and no we didn't find another solution than versioning outside of the Unity directory. At the end we had something like:

 -- Build (folder where we target our builds)
 -- Docs (folder containing documentation)
 -- Unity (folder of the Unity project)
     |-- Assets
         |-- Shared
     |-- Library
     |-- ProjectSettings
 -- Work (folder, external SVN)

Our artists put their work in the 'Work' folder which was in fact an external, to keep a separate versioning. We also had a 'Shared' folder (also an external) inside the Unity folder hierarchy for assets shared between our projects (mostly scripts).

When one asset from our artists was ready, they would export it as FBX (for 3D) or as TGA or PNG (for textures, images...) directly inside the Unity/Assets. Actually it was not so bad, because you don't want your artist to mess with your assets used by the game when he is working on an asset.

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avatar image Mortoc · Jul 30, 2012 at 09:45 PM 0
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Yah, this is the only solution I can think of, and it's something I explicitly want to avoid. I've only ever worked on a single game project that didn't keep random assets and scripts together for objects and it became a mess.

As far as I can tell Unity makes the (in my experience) industry standard setup impossible.

avatar image Mortoc · May 17, 2013 at 08:10 PM 0
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I'm accepting this because there is no way to do what I want and this is the unfortunate alternative.

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