In case anyone else finds this post in the future...... I realized that the workaround for my initial question 3 is to select the softMod and also select the joint that you want to be its parent. It actually says this in the help image when you click the question mark box for the "Create Skin Control" button. For now I'm…
Hello, Made a concept for a custom Gyrocopter propeller: I ran into some weird spacing issues when I exported it however and also saw that the default propeller still pops in. Exported some test geometry. I'm not sure if that is really how far in the propeller pops in. If so I will probably scrap the idea.
units set up feet 1-1 system units set up 1 unit=1 centimeters I like to work in feet to keep things in perspective. I am exporting for UE4. id like to be able to work in feet in 3ds max and still export to ue4 and have the size match...
Little problem my friend helped me solve. My normal maps were making my diffuse darker in Maya, Arnold - reason for this was because "Normal map format" was exported in OpenGL and not DirectX (Substance Painter). If exported in OpenGL, you can still fix it by flipping the green channel In the file node.
I work in the offshore business and we recieve models from everywhere so i see it alot :P when i exported with cm in fbx it got to big but when i scaled the model to 50 percent in max it all looked good in udk when exporting as cm. Thanks for good info.
Unreal will calculate the tangents and binormals, if you do export withthose turned on, make sure that you change the import settings to import the tangents and binormals. But, I've generally never needed to export with tangents and binormals on, I only dothat when something is screwing up and I can't get anything else to…
Edit : I figured out this is an issue with the mixamo fuse / adobe fuse CC when you export your original mesh, you cant use its Morphs/BlendShapes, until you just export your self a separate blendshape that is close to your original blendshape. thats it. it solved my problem.
Well I used Crytiffs for my export to CryEngine, but I just re-saved the baked normal map I got from 3DS Max. Turned it from a TGA to a Crytiff in Photoshop before making a final export file. Is that the same thing or did you mean there's a Crytiff plugin for XNormal as well?
I'll be damned, they have just released a 'Learning Edition' http://www.gamedev.net/community/forums/topic.asp?topic_id=359522 http://www.naturalmotion.com/pages/le.htm Saves in proprietary format and only exports to avi files. But one could animate in this, export an avi and match frame by frame if you really wanted. I…
I had problems importing back a modified base mesh from max (ie polycount mismatch) and turns out i needed to re-export as editable poly because that is how i originally exported it. So try editable mesh first and then editable poly. http://boards.polycount.net/showthread.php?t=62043