The path deform modifier deforms the mesh, so you'll have to export it in form of a vertex animation / point cache, which is why you need Alembic. You could try a Morpher perhaps if the transition between open and closed is linear (but then you probably wouldn't need a path deform). If you want a collapsable animation…
Did you end up solving this? A physical simulation might be the most straight-forward approach if you're familiar with the tools. Lots of collisions and moving parts, though, so I'd do a quick test to check if that's likely to be viable. Cloth might work if rigid objects cause problems. As you mentioned the toilet paper…
@Noren Unfortunately Cache files will not be imported into Unity, without a 3rd party tool. I have found a post on Autodesks Forums with a max file using bones as you suggested, which seems to work pretty well. I hope I can use it as reference.…
The controllers look good to me. As for the motion paths, how fast is your shutter unrolling? If each straight line is the motion from one frame to the other, then a slower animation would give you more "segments". As for the points not lying exactly on the spline, that might just be due to geometry. Your bones are…
Hello, I have animated a vertical shutter with slats using a Path Deform modifier. Upon exporting to FBX the keyframes are lost. As seen in other threads, people found a solution by using collapseTo, to 'bake' the keyframes. Unfortunately, this doesnt seem to work. Currently the only available option (at this time) is to…
Hi Nolan, thanks for getting back in touch! Upto now, I have not been able to resolve my issue. You mentioned: As you mentioned the toilet paper roll, there's an old trick where you slighty rotate the object or the rotate gizmo (relative to each other) and with the limit function, you can roll up a straight piece of…