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…
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…
@Noren Many thanks for your response. After exporting an FBX file with a Cache file and re-importing in 3ds Max the kayframes were there! Many thanks, now the Unity developers are looking into it, if we can use it within our Unity project. Thanks for taking the time, to post your suggestion!
Hi everyone, I have realised, the shutter slats dont really behave like that. The slats are attachd to a tube, similar to wrapping toilet paper back on a roll. If you have the roll and the paper, to roll the paper back on to the tube, the first sheets stay on the cardboard tube and the others are added as it is rolled back…
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…
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…
The previous reply was split from: How The F*#% Do I Model This? - Reply for help with specific shapes - (Post attempt before asking). No biggie, just that's not the right thread for this subject. Your current thread is the right place for this question, so we moved your reply here, plus it keeps all the context together…