Thanks Christoph! I actually tried to export with that but I had no luck (it just worked the first time?) also it exported ALL together. I went another "road", you can first select your XGen-descriptions you want to export, after that it exports all selected ones separately.
It could be your exporter is messing up your smoothing groups..are you using Obj's ? Try Guruware's exporter/importer .It is miles better than the 3dsmax native WF Obj exporter with loads of options. Make sure to check smoothing groups in the exporter. Also are the artifacts showing up in Xnormals viewer?
Hi guys I'm trying to help cheapy by exporting one of his goyles to q3 . Anyhow I've rigged the mesh and applied a bip file I was given. Its all setup correct in my eyes '''Biped Rig with bones for hair and cloth, dummys for the wings. I've setup a physique modifier (haven't tried skin yet may do), setup on rigid with no…
Did you build the mesh in Maya then Export to Max? If so and you exported FBX you may need to check your export settings. I had a problem once where Exporting without "Smoothing Groups" Checked causes this error if I made edits to the geometry afterwards in Max.
I created a scene, and have to export it to an external HDD for others. The assets and materials remain when I export as a package, but not the lights and lightmaps. How to I exports the lights as a seperate file? How do I import a lightmap to a scene and apply it? Exything I've found so far only talks about generating…
World Machine can export a normal map of your terrain as well as export a mesh. It could be as simple as exporting meshes and simply changing the polycount before export. I haven't tested it though. Or you could reduce the lods manually, just make sure you don't mess the uvs up.
About your smoothing
groups issue: I guess you
exported to fbx or obj or similar format – it’s probably botched some of the smoothing
groups. Try changing settings in the export menu. For FBX and Obj, for example,
I usually need to uncheck smoothing groups export so that they export correctly
(paradoxically… =) ).
obj export is probably the culprit - each face will be detached and flipped vertically about it's centre. sad to say there's not much hope for you but to re-unwrap and hope it doesn't happen again. does Maya's obj export have settings? if so, copy what the max gw:obj exporter settings are for the zbrush export
We're looking at a possible quickie cellphone project, so I'm evaluating XML export formats. Collada sounds good on paper, but I'm not sure if it's mature enough for full-on development. if anyone's using Collada, I'd love to hear your experience with it so far. We want to export pretty simple stuff from Max 9... static…
Hello, I'm having an issue with some jittering animation on a number of FBX files I've exported from 3ds Max. I have exported the animation from 3ds max 2016 using the character studio rig that somehow inherits a jitter on the characters arm when it is exported as and FBX. To be exact it picks up a bunch of noise on the…