I have a file in Max2018 which I am trying to import into unity . Normally I would rotate the pivot by 90 degrees on the x-axis, set the asix conversion in the fbx export to Z-up, and that would have the object come with 0,0,0 rotation atributes in unity. But it looks like max 2018's exporter is conflicting with unity and…
Hey guys i wrote some scripts that help to speed up exporting and i want one more addition. --Fast save overwrite 2 step script --STEP 1 - export file with this script, it will store location of the file --Filename should be equal to the name of the object if selection.count != 0 do ( actionMan.executeAction 0 "40373"…
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Hello, I want to export a skeletal animation from ue5 to max, change it a bit and then export it back to ue5 This is not straightforward and I don't understand why. It doesn't seem to matter what I do, I will always get this message on import: Warning: Could not create a valid skeleton from the import data that matches the…
The problem seems to stem from the Inactive Subtool Dimming, which lets you better identify the currently active subtool by darkening the rest. It may be the specific dim value itself (I find increasing it to 0.9 seems to show a result closer to final), or the dimming in general just may be interfering with zbrush being…
If you don't mind a little self-promotion, I have some plug-ins at my site ( Spanki's Prop Shop ) that some may find usefull... Free: Add Normals - Will add (or update) a "Normal Tag" to the selected mesh, honoring the settings in the Phong Tag if it exists (phong angle, phong edge-breaks) or compute the vertex normals as…
corrected sorry mate, was typing from my phone and it autocorrected fbx. more or less just saying because fbx has it's own triangulation method, you can just use that for both export to xnormal and export to game engine and the triangulaiton will be the same on both exports, while keeping your model in the maya scene…
I second the workflow Nitewalkr suggests. The key is to export your model as an .obj between programs. Obj is the default export option in ZBrush but you'll have to turn Maya's .obj plugin on the first time you use it. Within Maya, go to Window > Settings/Preferences > Plug-in Manager and make sure objExport.mll is checked…
Can I add a question to this thread, and I don't mean to hijack. I also have a building that I need to export from 3DS Max, that requires multiple different materials in UDK, is there anyway I can export just the ONE .ase, and have all the seperate objects within this .ase file have material slots available to me in UDK?…
Do you have another program that can open the file to check its UV's once exported? Because all the evidence points towards UV's breaking after export. Or at least check the .FBX version you exported that did bake something out, and seeing if its UV's remain intact. The other option is you have multiple UV sets and the…