Hello,
I have animated a vertical shutter with slats using a Path Deform modifier. Upon exporting to FBX the keyframes are lost. As seen in other threads, people found a solution by using collapseTo, to 'bake' the keyframes. Unfortunately, this doesnt work for me or Autodesk apparently. After contacting Autodesk Product Support and several tests including 3rd party plugins, the only available option (at this time) was to use the file format .abc (Alembic) which seems to work - great!
But, what if the project developers refuse to accept this file type (maybe there are other issues with Alemic and the project asset requirements). Is my only option then to painfully Keyframe the shutter?
All pearls of wisdom are welcome! Thanks!
Replies
If you want a collapsable animation (which would likely mean a bone or object for each shutter panel), then the path constraint animation controller is the right choice.
Edit: Seems like FBX can export/reference point caches after all. Haven't tried it, though, and no idea if Unity imports it.
https://download.autodesk.com/us/fbx/2013/3ds_Max_FBX_Plug-in_Help/index.html?url=files/GUID-691D1194-AE6E-4EE9-A6A3-F1797D2F3B27.htm,topicNumber=d30e2947
Very broadly speaking, bone animation is usually the preferred method for realtime graphics, but if your shutter is very lowpoly, it might make no real difference.
Many thanks for your response. After exporting an FBX file with a Cache file and re-importing in 3ds Max the kayframes were there! Many thanks, now the Unity developers are looking into it, if we can use it within our Unity project.
Thanks for taking the time, to post your suggestion!