Hello, I have animated a vertical shutter with slats using a Path Deform modifier. Upon exporting to FBX the keyframes are lost. As seen in other threads, people found a solution by using collapseTo, to 'bake' the keyframes. Unfortunately, this doesnt seem to work. Currently the only available option (at this time) is to…
Hi, I was wondering if anyone knew whether it was possible to quickly export a selected model to smd and avoid this pop up window; Also I'd like it to avoid the success confirmation window; What I want to do is have 1 script to instantly export with those default settings in that image, and have another script that will…
I've written a batch exporter using bits and pieces of code I've cobbled together. src_files is an array that stores a list of max files to export. There a few variables which store whether or not to save a max file, which units to set and save locations of the max files and export flt files. The exporter works really…
I'm using unity's metalness/smoothness workflow so i need to invert the roughness exported from toolbag, is there a way to do this without manually inverting the exported map?
Any tips on exporting high polly models from zbrush? I always end up getting stuck on this part of my workslow. I just cant export my high poly models for baking. Anything over 20 million points crahes and may or may not successfull export. Ive also run into trouble With exporting an ID map. Polypaint doesnt export with…
Hello, I did it! :poly142: I'd like to share with you how I improved the export process from 3ds max to cryEngine. Also, with this trick you can improve many other...manual, time consuming things. The problem was that we had to export our models like 500 times per day, just to check how it looks inside the engine. To do it…
I know this is probably a super basic issue, but I cannot find a solution for it. I'm exporting out an animation into an fbx which will then be put into Unity, but the animation breaks when exported. The mesh and skeleton don't move, but the controllers all move according to the animation; this happens both IK and FK…
When you export you don't export 'texture tiling' settings, you export UVs. So, you shouldn't need any coordinate adjustment in Unreal if you've got it looking right in Maya.
I have released an update to the Wall Worm tools (a collection of 3ds Max tools for sending assets to the Source Game Engine) today. It's a very large update that includes various new features and tools. I have not documented many but have added the changelog as well as a small discussion of it here. Among the new items…
I have not used Substance in awhile and I noticed you can automatically export each time a change is made. Is this good for the health of a solid state drives that degrade the more you write to it? Especially for high resolution textures. I can understand the benefits of automatically exporting but shouldn't there be a…