Thursday, 12 March 2020

HOW TO BAKE ANIMATIONS FROM 3DS MAX INT

HOW TO BAKE ANIMATIONS FROM 3DS MAX INT
https://www.youtube.com/watch?v=H3SCSPmKXCs
3ds Max Top Tip: Exporting Animations out of 3ds Max for Game Engines
-ANIMAL RIG(custom)

STEPS:
select all relevant visible mesh, bones, ctrls
export selected
name it
animation > check
bake animation > check
set time range
set step(1 is every frame)
CHECK resample all
embed media > check(if no textures have been created

* for mystique,
eyes are working fine, no need to fix pivot orientaiton
to fix weird skirt: make sure to turn OFF turbosmooth
to fix missing facial animations: export with CTRLS, use the MOTION COLLAPSING method
to fix missing morph targets:



*skin has to be the highest modifier in the stack for your polys, that means need to find a way to turbosmooth INSIDE unity

OPTIONS THAT DONT WORK:
-https://italolelis.com/posts/unity3d-smooth-mesh/(DOESNT WORK)
-the Catmull-Clark Mesh Subdivision script on the asset store

OPTIONS THAT MAY WORK:
-https://forum.unity.com/threads/in2unity-geomtry-vertex-animation-export-from-3dsmax.99340/(only 400 verts, will create helper per vert)
-https://www.youtube.com/watch?v=BCsjGyx68os(point chache)
-https://github.com/unity3d-jp/AlembicForUnity(used for ADAM)




-shell still works but looks a bit different




links to look at:
https://www.youtube.com/watch?v=LrmZ4aeNmq8











------------------------------
try using point cache
NOPE ITS $150 fuck that

No comments:

Post a Comment