Hey all, So ive got a character rig with constraint, controllers and skin weight, so I was wondering if there a way to export the rig in FBX format without the rig breaking? I even turn on constraints & skin ect In the export setting. Because my friend has maya2016 which cant open mayaLT files. Thanks
I have a fully rigged model that's ready to go, but the animators for the project already use Blender. The issue seems to be that, well, exporting bones and skinning from Max seems to be a huge mess, and I can't seem to find any current information on how to export from Max to Blender. is there any viable way to do this,…
Sorry, I still don't quite understand. Are you saying that : 1 - you *did* find a way to export your opensubdiv crease data to zbrush ? Or, are you saying that : 2 - you did *not* find a way to export it, and are thus relying on applying the subdivision before export ?
Ive tryed exporting w/ and without GOZ, its all welden with no holes, and the result is the same, when I try and export into zbrush I get awkward extra geo between her legs. Cant have that extra geo...Im stumped again. Any help is greatly apreciated!
I created a tool for maya to export to UDK, has multiple options to batch export, chagen grid units, re scale and more. . : DOWNLOAD HERE : . (Save as Link) If you have any comment, sent it to me at: deodatopr@gmail.com 1. Window > General Editors > ScriptEditor 2. Load de Script "DeoLights.mel" 3. Execute it (Play). Deo.
I've been trying additional stuff while waiting. I have discovered a couple of interesting things. OBJ is interesting to me because it specifically has the option to import as a single mesh at will (in addition to giving an option of importing as poly rather than just as a mesh). However I was having issue getting MatIDs…
How on earth do you export morph target data as FBX? i've tried all the options included the bake animation checkbox and nothing seems to convert the morph target data. On import the FBX object sits there with no animation. 3dsmax morpher modifier > keyframes on different percentages of morph target swap > export as FBX…
Strange... i never had to collapse my stack to export the high poly. Are you exporting it as .obj or .fbx? I'm sure that the FBX exporter tessellates the model when there is a turbosmooth modifier on top.
The individual pieces were exported as individual files using a custom exporter, written using a combination of the Max SDK and MAXScript. Most of the pieces were in the same Max file, for easier development by us artists. A separate max file was used for the layout, with each piece in there just exporting as P/R/S with a…
Can anyone point me to a list of Export Texture Filename Patterns for Substance Painter and Designer? The default Substance Designer Export Images identifier uses whole names like normal, roughness, metallic et cetera. I would like to use single letters instead: N, R, and M correspondingly. I would also like to explore…