Re-parent Bone Hierarchy - This option, off by default, lets LightWave deal with Maya scenes where a deformed mesh is not in the same hierarchy as the bones. The command Generic_ExportFBXCommand has the following arguments: A command has also been added so that you can script FBX export. Please note that Camera Export from Maya to LightWave is only pixel-perfect when baking the envelopes in Maya since curves are interpreted slightly differently between applications. Scale Scene - This setting will scale the scene based on the input entered.įBX support is to version 2016 to support the most recent version of Autodesk’s MotionBuilder™ at time of writing.Bake Motion Envelopes - This will only be available if Animations is checked and allows you to set an arbitrary start and end point for baking, in case there are setup frames you do not wish to capture.Character animation or other animation using IK or dynamics should still be baked, using the next item. Animations - Simple animations based on movement, rotation or scaling can be exported without baking.Lights - Export a scene’s lights in the FBX file.Cameras - Export a scene’s cameras in the FBX file.Merge UVs - Collapses multiple UV maps into a single map per object. Only Material names match - materials are exported separately, except when the collapse material setting is switched on.Material names match, and all surface parameters match - the two materials always get merged, independent of the export settings.Collapse Materials - This switch will collapse surfaces with identical names, but there are some rules:.Smoothing Groups - Converts LightWave's normals into smoothing groups.Embedding will create much larger FBX files, but self-contained. Embedded Textures - Embedded Textures are image maps included in the FBX file directly, rather than as a separate image directory.Procedural textures and nodes cannot be translated. Materials - LightWave’s standard Surface channels and image maps can be translated through FBX to appear correctly in a different application.Checking Re-parent bone hierarchy creates a null which acts as the new parent of the bone hierarchy, keeping the mesh in place. Re-parent bone hierarchy - when exporting a rig from Layout with the bone hierarchy parented to the mesh, the actual movement of the deformed mesh is double of what it should be.Subdivision will apply subdivision to the mesh when it is exported. Mesh Type - Cage (Subdivision Off) will export the object without any subdivision applied to it.Export - Choose whether you want to export the Models and Morphs (Blend Shapes) in the scene.FBX Filename - This where you set the name of the FBX file and the location where it will be stored.The exporter for FBX has different options, such as Binary or ASCII types, and allows you to save as different FBX versions. dae file and offers the opportunity to scale the scene for use with other applications.
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