I've experienced that issue a couple times too when exporting from blender. My hacky solution is to do it a second time. So re-import the model that's facing the wrong direction, and rotate it so it's in the same position as it was in before. Then export it again. (And yes, using all of the same export settings) I honestly…
This problem exists in 2015 series too. I add Edit Poly modifier and do Export (not Export Selection). For character with skin you need add Edit Poly between "Editable Poly" and "Skin". In FBX export I select M&E preset. Yes, for lower version of FBX, you need select target version software. For example from 3DS MAX 2015…
Exporting the Model using both Maya and 3D Studio Max. Maya [ame=" https://www.youtube.com/watch?v=n6yaA4LM634&feature=share&list=PLKazeeErLwsht2bYJxP1YkGxNI0o809fX&index=10"]Maya Exporting Crate Low Poly - YouTube[/ame] 3D Studio Max…
Make sure you export the character in the bind pose position. It's been a while since I exported animations for xna so things might have changed, but I had the same problem and that solved most of my problems. So turn off autokey if on, set the time slider to the first frame, select the root joint and go to 'Skin' -> 'Go…
I know I can search this up but there are so many tutorial that keep going in different direction so was wondering if anyone could let me know how I can import my textures that i export out from substance painter to godot. Just i keep coming across videos but they lead to something different and well get overwhelmed. So…
Is it setting your pivot to the world grid 0 0 0? If you move your object to 0 0 0 and export does the pivot come out in the right spot? I've and to do that with quite a few engines over the years. I wrote scripts that move your object, export and then move it back, because it was so annoying. There might be some settings…
ya major pain in the ass, PS really should just grab the one named Alpha or the top of the stack. what i mostly use for exporting tga's is. http://felixschlitter.com/snippets/quick-save-maps it lets you use a layer group as your alpha channel when exported to targa, and also lets you do tons of other usefull stuff, such as…
If you mean a zbrush model that has normal maps etc, just make sure your lowest poly has UV and create a Normal map. If you like, use poly paint to paint areas for colourID. Use multimap export to export everything you want, then export the low poly model and import the lot into DDO. Should be relatively simple, and not…
Both of these are supported now. With the lates build, any cameras that are visible in the scene will export to the .mview file (hidden cameras do not export). As far as multiple animations, you can use the animation set feature in Toolbag to create looping sets, which will export to viewer as well (the user will get a…
You might also want to change your reflection mode from Blinn-Phong to GGX. Also, 'height' might be your working format in Painter but it can export as your normal map — this is the typical workflow for realtime assets. You can create your own export profile in SB to export all the channels you need under the file names…