Thanks for the report. Does this happen in the middle of the animation, or is it at the end? By default, the Loop feature is enabled, which will lerp the last frame to the first frame. This can cause a pop or glitch if the animation isn't designed to loop. You can turn this off in the file reference properties. Let me know…
I did some research, and found out that Maya's default render does not support Normal maps and gives a nasty render. Did a render using the mental ray renderer, and got a better result. Thank you so much for taking the time to help, really appreciate it.
Thanks for the info. Another random question I have is about rendering in maya. What is the best way to set up a shader in maya to plug in your diffuse, normal, spec, normal, ect? Should I download a custom shader or just use a default one in maya?
You need to set up a cage in xnormal, with the basic front/rear ray trace settings xnormal will give you gaps in the projection at all your hard edges. Thats the difference between xn an the max bake, by default max uses a cage/averaged projection mesh.
Select you camera in Unity and note the FOV. Unity uses a vertical FOV. In 3ds Max select your camera. Next to the FOV setting is a little icon that drops down. By default it’s horizontal. Change it to vertical then type in the FOV value from Unity. They should match now.
Thanks for the reply, yeah I think you're right about the wood I'll give it a go. I'll also turn up the samples a bit and see what that does. Does anyone have any tips for optimising Final gather other than using the default settings?
Wasn't the grid in UE3 based on powers of 2? As in the default grid could be changed to 8, 16, 32, 64 units etc... Maybe OP came across some older material about 'staying on grid' and the powers of 2 values caused some confusion. Just a guess...
Thanks for the help guys! Hi Alberto! I tried your advice, but none of that worked....... In fact, unchecking the cage just gave me red zones. But I think i found a solution. The low poly objects must be given a default material. And that's it! Weird! thanks again!
Your probably using a default maya fire which is probably a simulation of something like a candle flame. Just out of curiosity, have you tracked your footage? Might want to look into that first otherwise your gonna get a tonne of wiggle on that if your hand placing it there...
are you using CTRL X CTRL V maybe? I´ve never run into the problem you are describing, but then I am only using the default UV tools, not Senecas. It is however very easily solved... just to a minimum distance Weld Vertices and they should be connected again...