We're developing a maxscript to merge objects on separated files to a default one with a lighting rig and bake a lightmap. I'm looking now for a way to preview those outputs dynamically in a Unity build. What i was thinking is to get the output and manually add it to a Unity project and generate an assetbundle, so my 'Unity Previewer' can load from it. BUT, i'm trying to make it as an automatic process as it can, so this 'create an assetbundle' part is bugging me. Is there a way to script a postimporter and automatically create a .unity3d assetbundle, without any human interaction? I just open Unity with the output from my maxscript on the Assets folder and the FBXImporter script does all the trick. Is it possible?
Thanks in advance for any help or point a direction.
PS.: Why am i doing this? The 3d artists are complaining that the result at 3dsmax viewport and Unity engine are not the same (Unity seems to 'wash' the textures) and they need a tool to preview it quickly (no, there are no lights on the Unity scene.)
asked May 02 '10 at 10:59 AM