

So far he has been able to import an FBX file, but the materials are missing. I need to give another 3D modeler a workable file, but he is using 3ds Max. I use Maya 2017 to export my scene into a FBX file. Import your FBX file into to your original Maya scene, to avoid geometry UV issues with split geometry. It is textured using aiStandardSurface shaders. According to Transfering a 3ds Max scene to Maya and vice versa Export the scene file as fbx and import the fbx into the other application. If you are not using a merge-back workflow (merging FBX into existing scene) using this option may result in incorrect UV mapping when reimporting the FBX file into Maya. You can use the Combine per-vertex Normals option in the FBX Importer to perform the inverse operation, but this may result in incorrect UV texture maps, see the note that follows this entry. Are blendshapes export is supposed to work with 2.0.

However, we can export using Export to FBX with animation set in animator component, but blendshapes are not exported. At the Color attribute of the aiSky node click on the Texture checkerboard icon, in the Create Render Node popup choose the > Maya > 2D Textures > File node and load an external image. Export from Timeline dont work anymore since 2018.3, some scripts errors appear in console (Export Selected Timeline Clip). This option lets you keep the same hard/soft edge look that you get from Maya in MotionBuilder.ĭo not use this option if you do not require hard edges in MotionBuilder, since this operation duplicates vertex information and converts the geometry itself. In the bottom left hand corner, it says Polygon reduce. They reflect how Maya renders the polygons in smooth shaded mode. Vertex normals determine the visual smoothing between polygon faces. When you activate this option, geometry vertex normals are split based on edge continuity. If you are using an earlier version of MotionBuilder and this problem occurs, activate the Split per-vertex normals option. Older versions of MotionBuilder (versions 2010 and earlier) do not support hard/soft edge normals and can result in shading issues in MotionBuilder. Why do my MotionBuilder edges look different?
