uhm, an update. I found the ini files for the GW exporter. I deleted them, and running the exporter created new preset files. Still, changing these presets at all saves the data but fails to save my negation of "export materials" checkbox. Still, running an export from maxscript uses some preset i can't find. This time the…
Make sure that you're exporting all of the objects in the scene, including the skeleton. If only exporting selected objects the rig may not be included, which could cause the animation data to not import as expected.
Hi all, here my first post! I have this script that outputs FBX files from Maya to Unity, now, I see that in the manual interface for FBX export there is an option for Audio including... ...and I have found all other needed commands in the Maya help, but I am still searching for this one with no luck.. some relative…
I'm a bit confused as how to actually get a cage out of Max and into XNormal. (Before I just exported my low poly and then used the 3d viewer in Xnormal, saved my meshes and had them auto assign into the slots. ) Anyway, back to MAX... I tried putting the projection modifier in Max around my low poly, I resetted the cage,…
Hey there, any idea how I can fix these seam issues inside Marmoset? This is how my current workflow works. * Export OBJ from ZBrush as Quad with "Mgr" On and "Grp" Off. * Import OBJ into Maya, create custom Cage, Export Custom Cage as OBJ. * Substance Painter New Project: OBJ (exported from ZBrush) with "Compute tangent…
Due to lack of documentation we cannot support .fbx, so .3ds was the next best option. I created a test animation but when I export it to .3ds from max and re imported it to check it the biped is scaled up as huge cubes and the movement is minor (but it is the right movements) My hierarchy on export is [] Skin [] Physique…
the moving pivot is a bit of a puzzle, funky scaling can be corrected by manually typing in the correct export coordinates in zbrush so restart the program, select a zsphere, reimport the original correctly scaled max .object into it. Scroll down to tools>export. There's a whole bunch of coordinates; scale, x offset etc.…
This is the stuff that's left in my outliner... ive deleted everything else although I'm curious why when I choose export selected it doesn't just export the selected objects... It still exports everything in the scene...that's why I had to delete stuff prior to exporting to make sure it doesn't export all... Anyway if i…