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One frustration: when using the latest 2010.2 plugin for Maya and 2010.2.1 for Max, we are depending on some custom attributes to tag nodes. In Maya, we add a string “Foo” to a node, then export it, and when it comes into Max, we can select the node and see “Foo”. However, when we export that from Max again, we see “obj1.Custom_Attributes.Foo”.
Can you make the plugin in Max treat them the same way? The problem is when you load them into Maya, or into our custom importer even, those strings look like hell and don’t match the string compares we want to search for.
Yes, we can change our custom exporter to clip off junk up to and including a ‘.’, but I can’t change Maya. And, more importantly, our artists are not happy about it. :-)
Pretty please?
Thanks,
JH
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Hi,
Thanks for this feedback. I didn’t notice this round tripping inconsistency before and this is definitely something worth looking into. The Custom Attribute should remain the same no matter how many times it imports/exports out of or to 3ds Max and Maya. I don’t see why the attribute needs renaming, in other words, and so I logged a defect for this: Bug #354258; (AREA) Custom attributes don’t round trip properly. Our developers will look into this shortly.
Thanks!
Trevor Adams
Autodesk FBX QA
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Confirmed: This issue will be fixed (in that the custom attribuites will not be modified when working between both Maya and 3ds Max) in our next release of FBX.
Thanks again for the feedback.
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