Hi Guys! I hope this is not a stupid question, but I can't seem to figure out how to export only a specific couple of frames... for clarification what I have is frames 1 to 100, but I only want to export frames 10-40... In case it matters; I'm exporting to FBX using the 2009FBX plug-in from Maya 2011! any help would be…
If Im understanding you correctly, then your saying to delete everything else and move the animation to frame 1 and forward... Which I guess could work.. but that would be kinda of a drag though.. The thing is that I have filled frames 1-800 with different animations, and I will probably have to do running changes on the…
Ah, sorry. Well,-Im using a different exporter myself and I'm not sure it works the same but what you could do is to just delete the unneccessary frames, move all keys so that frame 10 is now on frame 1 and export as a new file. Unless you already have all channels keyed at frame 10 and at frame 40 your animation will look…
You are right! The only reason this becomes an issue is because of the workflow..! :) The thing is I'm building a character for an Role-Playing game, and my designers requested that we should be able to equip the character with new stuff (i.e. armor, weapons, etc.).. So in order to save time down the line I'm just going to…
Don't know what the fbx-plugin is but you should be able to choose which frames you want to export from the render settings menue. window/rendering editors/render settings. Choose an image type and your frame range then batch render
I finally found a solution...! I sat together with my programmer determined to solve this and we found a way!.. :D If anyone is interested; the way we did it, was by letting the game engine (in our case Unity) automatically split the animations through a script.. So all I have to do is create an Animation Chart, which is…
It really seems to be a very nice tool to optimize the pipeline..! Just reading about it made me change my entire workflow! :) The only downside to it is the whole namespace for the referenced notes... For Maya alone its not so much a problem, but when working with a game engine it may start to create problems... We are…
Sorry, didn't check this until just now. Glad you figured it out! Referencing is super powerful and has a lot of benefits, one of which is that your animation files will be much smaller and faster to open/save. Just have to be careful when making edits to the rig file, because it's easy to change things that could…
So I looked into referencing the character rig.. and that is exactly what I need.. ! Seems to be a very efficient tool for you collective pipeline.. However, it also seems to be something one should use with a little bit caution! anyway if somebody wants to know more about it I suggest reading this short…