Hi, I have a rigged and animated character in Maya using Advanced Skeleton. Now I´d like to export the characters Pose at a given keyframe to Marmoset. The character consists of a group of geometries each with their own textures sets. To be able to apply the shaders in Marmoset, I want to keep them as separate pieces…
just in case someone else is having this problem: I found out that for some reason Advanced Skeleton creates some deformation shape nodes that stay attached to the model, no matter if you duplicate it, delete history etc. What I did, was selecting the duplicate geo, showing input and ouput connections in hypergraph,…