Did you use an fbx exporter? And export the animation only? Seems like you are right on plotting the animation to the character. It's been a while since I used motion builder will have to reninstall it tonight. Need some refreshing.
I talked to the maker of this app. Export options are coming soon and he's looking at exporting for 3D Coat, so you can rough out your voxel model on the road, then continue working it when you get home.
Was this made in blender?? I notice the interface. How do you get to export models created from blender into UT2k4?? I don't believe there is a plugin to export into UT2k4 but probably the use of seperate 3D programs to do the job.
hello I finally found the solution to the problem, I exported it with a pose library in blender and everything worked correctly, apparently I read that blender has many errors when exporting to engines such as ue 4 or marmoset
If I understand you correctly....through Multi Map Exporter plugin, did you turn on the "Subtools" and "Merge Maps" buttons? That would export the disp maps for all your subtools and merge the ones that are on the same UDIMs.
I think the issue is Mudbox, just to confirm maybe do a automated unwrap of the same model and export again to see if mudbox likes it. If it fails yet again try exporting with a different file format (obj, fbx,...)
We're currently going over all export presets right now to polish them up a bit. In the meantime, a viable workflow is to combine the maps upon export using a Photoshop action to automate the process for you if possible!
Try exporting as a different file type, like OBJ or FBX and see if it still has similar issues. I've had issues with flipped UVs when exporting from Softimage to UDK, not sure what causes it exactly.
@oraeles77 If you have substance painter you can directly export from substance to Sketchfab. Sketchfab is supported by artstation. No extra download required. https://sketchfab.com/exporters/substance https://www.allegorithmic.com/blog/substance-sketchfab
On import, check the calibration profile to be UE4. That'll flip the Y channel of your normal map to +Y for DDO, and it'll flip it back to what you imported originally on export if you check the UE4 profile in the exporter.