we've got a custom arm rig consisting of bones and various helpers, and we need to scale it linearly to match real-life size (currently its around 20cm long) does anyone have any idea how we can do that? (all scale values need to be reset to 100 before exporting because the exporter doesnt support != 100 values).
Hi guys, I'm having a problem in a keyframe animation. I am exporting from Maya through Motionbuilder to FBX. I have a keyframed movement with no inbetween frames but when I export it to Motionbuilder there is for some strange reason frames added in between so that i can see unwanted movement in my preview. Has anyone else…
Wanted to try out doing some sculpting in zBrush and then baking the details to a lowpoly i have trouble exporting the textures from Substance to Marmoset Toolbag 3 This is how i want the Materials to look (Screen shot from Substance viewport) But no matter how i export them (Metal Roughness) or (SpecGloss) it doesn't turn…
Hi guys, When we try to export a gloss map at work (pbr parameters or our own (gloss as gray) we suffer from the map being offset by roughly 30% to the right). The map export fine as RGB though... Is anybody else having the same issue ? EDIT : apparently, it only happens when we use TGA, tiff is fine. Any idea ?
Hi everyone!! I'm new here, first off let me thank you for the work you do here, you're awesome guys! Second, my question: I did the next model in Zbrush, the goal is go for a game character for my first reel. I would like to ask you about the retopology. Which one is the right way? 1º Model the character full of details…
question i've searched for as well. If you are exporting to unreal, then you can export them as an fbx from unreal, make the changes, and reimport. I believe that shouldn't break the vertex ordering. My dumb workaround is that i just amplify the subsurface scattering, just enough to blow out the hard shadowing.
Wow, you learn something new everyday. I had NO idea that when exporting from max you could export it's position relative to the scene in max. Now i think about it it's pretty obvious but it is nice when you end up solving a problem on your own once in a while :)
it looks like maybe the unity mesh import settings have tangents/binormals set to calculate instead of import. if that's not it, you can try exporting from maya and then importing the same thing back into maya. that way you'll know if the problem is with the exported file or not and you'll have a better clue how to fix it
This kind of error is usually caused because you've got a mis-match between the normals that you've baked with and the normals you're importing into the engine. So I'd double check what you're exporting and what you're importing. Are you exporting the normals from whatever program you're using? (max? maya? )
@cupsster just so you know, check preserve instances on the fbx export options in max will do exactly that. Instances will correctly point to one mesh in the project browser. @Guessmyname not trying to take away from the awesome work youve done. Im sure for blender fbx export this is greatly needed.