So i tried exporting via the command line but i cannot get it to work. As far as i can tell this is the line which innitiates the export command: file -force -options "fbx" -typ "FBX export" -pr -es "C:/Users/r3ality/Desktop/Dota2mods/Billy/Dota Files/Billy_Ground.fbx"; However, Wherever i place the "-up z" flag It just…
The next step is really to export the iClone Base Character using the FBX Export function. Note: This option requires you have the 'Pipeline' version of 3DXchange which allows you to export Characters and Props in FBX Format including the embedded animations. Because Chuck is a default character in iClone, you do not…
During the modeling process, do what fits best for you. IF you want to export your character together with a helmet, its better for the game engine to delete overlapping faces (the skin beneath the helmet). In other cases overlapping faces can cause problems with skinning and clipping. What you can do, if you also want to…
Greetings! I posted this on the Dev forums, but I thought I may find some help from the animation experts here too. :) I am running into difficulty getting custom animations to appear in game. I'm working on some attack animations for Juggernaut. I ran into some problems - mainly in compiling the QC file to include the new…
Here's my Maya to Xnormal workflow using custom cages. It should work every time. 1. Export your highpoly mesh as an .OBJ file. An export straight from Zbrush is fine. 2. Export your lowpoly mesh from maya as an .OBJ file. Check that the .obj export settings have both normals and smoothing checked "on" before you export.…
Can you post some screenshots with your settings, normal map and cage setup in xNormal, pls? And... did you see any error/warning while exporting the max's cage using the SBM exporter? Do you mean "Use closest hit if ray fails" option? In theory that should be always checked to avoid errors if the ray fails.... but can be…
Hi, I'm a game artist and I'm in the process of making a large table that has a lot of sculpted detail. I just finished the sculpt in ZBrush and I'm now UVing it. The shells do not have enough texel density if I map them to a 2k map so I was going to just cave and use a 4k instead. However, I've been watching some videos…
Quell are looking for an experienced rigger and animator, for a short-term contract, working on an exciting new fantasy game, combining real fitness with gaming. The contract is expected to last 4-6 weeks, paying up to £200/ day for the right candidate. Please send your CV and reel to rob@quell.tech Your duties will…
* Hello everyone. I am sort of new to Substance, and I have some thoughts about the process. I am modeling in Blender. My method of modeling is to model all parts separately, and then assemble them to the complete model. This can ramp up to a lot of objects (e.g. guitar - made of many small parts). My question is this:…
I want to start and use PipelineIO to export my meshes for bake in xNormal to speed workflow a bit. Usually (in Maya) I just set my soft/hard edges by angle and then adjust some edges manually if needed. Since Ariel's script doesn't have that functionality I was wondering if it would be possible to use the vertex normal…