@Acumen When exporting, Balancer saves the smoothing data using the normal themselves. Perhaps meanwhile this workaround may be helpful to reconstruct the smoothing groups data in 3ds max:…
We export into Unity. Maya's bones are okay for our needs. I've used biped before. But I'm not sure how or if it exports data into Unity. Steep learning curve (particulary when you edit your keys) but once you get the hang of it you can get close to mocap quality animation very fast.
This one has been bugging me for ages. If I export directly from max using GoZ - the scale comes in massive and wrong. If I send it in as an obj - scales fine. Weird thing is if I export the model using GoZ FROM zbrush to max - scale is okay. It seems only the new model that causes the confusion. Anyone had this and know…
Hey guys, I'm having some issues with getting vertex colours out of maya into cryengine, basically as soon as I apply a color set to the geometry in maya the exporter doesn't like exporting it, it says something about a problem with the indeces. I was wondering whether anyone had experience with getting vert colours out of…
Hey guys a question to all speedtree users out there. I've just modeled a particularly designed tree with particularly painted bark textures in speedtree. Issue: I need to carve a heart and two initials on the bark. The problem is that the texture is tiled so how could u proceed? Is there a way to do that in speedtree or…
there's nothing stopping you building a blueprint utility/ python script to handle the import. eg - an exporter from max/maya/whatever collects the exported assets into a csv, imports them as static meshes. converts the csv to a datatable and constructs a blueprint/ I've done this recently - its pretty straightforward once…
My money's on the FBX export settings, and the import settings to UE4 as well, potentially. Look at some Maya-to-UE4 documentation to see what settings are and are not recommended for exporting; and also, what import settings are recommended in UE4 for this type of mesh. This section of the documentation addresses a lot,…
^You should just be able to skip the zbrush step and export without normals with the obj. I'd assume that should work basically the same, as normals would be recalculated on reimport since the obj won't be storing them. It should just import back smooth shaded regardless of whatever you did with the normals before export…
Thx, I end up using these 2 tools: Affinity's LUT export feature: https://affinity.help/photo/en-US.lproj/index.html?page=pages/Adjustments/export_3dLut.html?title=Exporting custom adjustments as LUTs And Polarr, a web-based tool that can do a bit quick LUT adjustment:…
I haven't done a ton of this. But I have seen riggers create a complex rig for animation and editing, then add an abstraction layer on top that converts all motion into standard FK for export. So, the IK drives the FK. For example, a complex cloth sim drives individual FK bones that then drive a simplified cloth which can…