Yep, you can go either way and separate out all of the pieces, or combine them into a single file. The main advantage of using references is how easy it is to keep things up to date and make broad changes to the rig/skin/mesh. You change one or two files and it updates inside of all of the animation files everywhere. It…
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…
Hi, Can someone help me with the (whole) Game Animation workflow for Games in Maya? I am using Maya LT 2018. I hope that there is not a huge difference between Maya and the LT Version when it comes to this pipeline. I know how does it work in Blender. All your work is done in one File. Apparently it is not the best…
Check out the bake deformation tool in Maya LT 2018 : http://help.autodesk.com/view/MAYALT/2018/ENU/?guid=GUID-8B68FF4A-E9BC-44E9-B0D9-53CFE0C008FC This will approximate deformers on a skin cluster that you can export to game via fbx. The trick is though that you need bones to match to drive the changes - so this may not…
@Mark Dygert: Thanks! That helped me a lot. And the Link is great. Exactly what I was looking for.. This sheds more light to it. Unfortunately Red9 doesnt seems to work with MayaLT. The LT Version just supports Mel Scripts and no external Plug-ins. @RN: Thanks. No I know more. Great tips for Blender
Blender does have referencing. It's done by linking libraries into your work scene, with a "library" being another .blend file(s). Read tip #11: http://www.creativebloq.com/13-blender-tips-pros-7113110 https://docs.blender.org/manual/en/dev/data_system/linked_libraries.html