Hi, A couple of weeks ago whilst experimenting with DDO I discovered its png exporter had two major failings. Firstly it does not include the relevant alpha channel data (e.g. gloss in a spec/gloss map), such data is just missing from the exported file, but is included in say tga. Secondly it ignored png's lossless…
I have been working with a fair number of multisub objects lately, I also work with groups a fair amount and have had problems exporting things if they weren't first detached from a group. Also I use the 3point shader for everything and multisub objects wont export correctly if you don't use a standard material. To get…
An odd question, but a shout out to any existing Softimage users. id 4 takes two different kinds of mesh formats, LWO and ASE. I'm doing some work on The Dark Mod (doom 3 modification) and am trying to find maybe something out there compatible with it. Right now I'm using a Blender export workaround to make my meshes work.…
Hi there! this problem is driving me crazy and i need some help to fix it. When i export the maps to another software and apply the normals it shows every UV seam. I have tried painting over the edges of uv on the normal map; make the uv edges hard edge in maya; exported the model with different settings; exported normals…
Okay, here is what I call a production ready version. Just a tiny bit more code but now we have an easy way to iterate between maya and unreal with minimal clicking. Extension to the python makes it so that we select a group in maya, and that group name becomes the csv file name. So that way you name a building, or a group…
Hi, I think other Polycounters has been circling around this issue but I haven't found anyone that really has nailed the issues I'm having. I've noticed that when export my meshes from Maya and import my models to UDK the Normal map doesn't display correctly, I have devoted some time to find out where the problem lies.…
Hi, I've been a longtime user of flash. I love it, I mostly use it to make comics on http://SparkComic.com, and I'd consider it one of my favorite programs. However, I've always been eluded by the reason why Flash is so glitchy on export. It doesn't export animation well at all unless it's .swf and the only way to bypass…
in the exporter you can set the export size and calibration profile, but i gues you might have found that already. so if you set it to 100% in the exporter but it still only exports your 50% workresolution, i would probably open the reimporter and set the workrez to 100%, regenerate and then export again.
Yo, I find exporting and renaming objects and centering objects to 0 to be some of the more common things I do when getting stuff ready for the various projects. I didn't like the way MAX handled any of this stuff so I wrote a script www.envartist.com/MAXScripts/WDIScripts.ms to install: download and save to the following…
James from Sketchfab gave me the following answer: "If it's a MODO specific animation feature, it probably will not be correctly exported to FBX or be supported on Sketchfab. You will probably have to bake the animation into keyframes and/or use morph targets. Sorry I'm not an expert on animation or MODO... " No William,…