Hi there. This is probably a really simple solution but I’m such an amateur that it’s taking me hours and I’m getting nowhere. I’m trying to export this rigged and animated cat from 3ds max to fbx so I can work on it in maya (which I’m more familiar with) and eventually into Unity. I’m getting numerous errors and mesh…
Exporting from max12 to FBX2012 and also tried 2006. I dont know how I even managed to create extra uvs, is there any way to merge all duplicates? The model works and looks fine but the export says otherwise.
I have version 3.08 and Tessellation with PN Triangles works very nicely within Toolbag itself but after exporting to a Marmoset Viewer scene package, and running the .mview file from my desktop, there is no tessellation happening at all. Is this normal?
We've developed a script that is used in our 2d game development pipeline and may be very time saving for any 2d animator. It export PSD groups to .pngs and then assembles them in After Effects to a composition having all those .pngs placed exactly as the artwork in .PSD groups in Photoshop. This allows the animator to…
Hello I am making my first serious rig and I was wondering whether I should export the armature as a whole or whether I should split the characters up into several pieces "character_body_a", "character_head_a", "character_hands_a". As a general rule what is better and why? How would/do you do it? The facial rig will have…
We are using the .x file format. But when I export this model from XSI the UV coordinates are messed up except some parts. Before I started unwrapping I divided my model into pieces with the "extract polygons(delete)" command. After unwrapping, I used the "Merge" command. After that, I arranged my separate UV pieces to fit…
Hi guys, Just wanted to share this tool here for people who want an automated exporter from Xgen in Maya to the new Unreal Alembic Hair format without the hassle of having to prep the scene manually.Just with a click of a button it will do all the steps for you and write a hair alembic file that can be directly imported…
Is there a way of exporting a 4 part character (helmut, body, armor and gun) the is posed in animtree to a fbx or obj file? I did not rig or animate the character but the information is in UDK and I would like to take the posed character into marmoset toolbag for presentation renders. I'm not well versed in UDK so I also…
thanks, well, i got the decimation master again 3 days ago, im sure its something wrong. Well, I will try seeing if its an export problem, because whenever I export without Decimation, IT WORKS!