I would like to know that if I make animation in Maya that is based only on deformers, for example bend, how i can bake the bend animation to keyframes. I have tried just to export and bake the animation fbx export plugin but it doesn't work. If i animate rotations and transforms of the object those will export nicely but…
What I'll do usually is use xNormal. Export out the low poly and UV map that, take high poly and export that out as well but don't touch that after you export it. Once the low is UV'd, then take both OBJ's and bring them into xNormal and get your normals from there! Plus AO Map if need be as well. That's the workflow I…
oh so That´s great news!:) I thought that polypaint can´t be exported at all (that´s why i freaked out with projection) and I use other programs but Xnormal. but.. now I found out that export is done by exporting every single subtool and their textures for import into xnormal. [ame="…
Can we see your bone setup? What are you exporting exactly? Usually if the game engine support the scale, its pretty easy to simply export it. The easy way is to create 1 bone with a bone end then constraint the position of the bone end to a dummy, and add a lookat on the bone that targets the dummy. Now you need to export…
what are you exporting to ? normally you could "collapse" things more easily in code while exporting the file. So the simplest way is telling the coder who wrote the exporter to just collapse everything when he saves the file. because writing a plugin that "collapses" stuff in 3dsmax is harder then just "writing collapsed…
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I'm having some weird issue with exporting my 3ds max LOD setup to UDK. I have the asset set up with the LOD utility in 3ds max and everything works smoothly until I export it as .fbx and then import it in UDK. I can get the object with it LODs but the problem comes when I start to realize that the LOD order seems to be…
I exported 32 bit displacement maps out of zbrush which are the ones that work best for Arnold renderer because they have the most depth. In substance painter when you export your maps they become pngs or targas etc, so I had to manually set my textures to export as exr just for the displacement maps that I had imported…
don't think any studio will not hire you because of blender, pretty much every studio even the big ones have blender users (at least where I live) You can just model in blender and when you are done export it to the software the studio is using to triangulate the mesh and maybe export your mesh to the engine. Like Neox…
I've had this happen with models imported/exported as obj in max. One thing that fixes it for me is to open the UV editor and weld all the verts with a microscopic threshold. It's not that they are unwelded but that it causes max to rewrite a portion of the file that isn't being updated. Sometimes it clears it up right…