Ok, this one can be removed! I figured outt he problem. If anyone is curious, the reason this was acting this way was when I exported as OBJ I needed to select polygons and not quads in the OBJ export menu.. Something learned is something good.
Try converting your mesh to tris and then back to quads. In max I think there was a similar problem with Max and ZBrush and the fix was to basically export the obj in max, import it into max and make it editable poly, and then export the obj again. For some reason that fixed it?
yea i get the spitting part but i then add the low export and the high export to xnormal and bake. I never use a cage. Maybe that is where i am going wrong? are you sure it is the push modifier and not the projection modifier?
TBH I should n't have to jump throgh hoops to fix this, the exporter either works or it does n't. I was just hoping that it was something in the exporter setting that i had missed The same anims work fine in blitz 3d
Updated to Maya 2018 yesterday and its broken for me as well? I tried older FBX exports but still no good? I wish I could work out what I am missing? must be some option in the exporter. :(
- awww. I got this :D . Thanks you :D . - One more question: When export from maya to unity or something to make a game. Obj can carries all the animation ? or should I export to other file types ?
Now that all the cloth has been done I exported them into Max 2010 where I skinned to my base character ready to be exported as fbx into character creator. Shots in Character Creator seeing how the cloth performed.
Yep it's definitely possible :) what you could do is export the heightmap out of UDK as .r16, import it into World Machine, run it through erosion or some other filters and then build and export the new heightmap as r16 and import it back into UDK
Dither is the mode that you should use. It will look grainy in the viewport, however it will be much smoother when you export a rendered, multisampled image. Export a very large image, like 3840x2160 and resize to 1080 to further improve dither quality.
I FOUND A FIX! I turned off triangulate at FBX export options in maya... And it came out perfect! Any idea to why this happened? it seemed like triangulating the mesh through the FBX export messed my material ids