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Export from Maya with FBX Maya Plugin
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  • nasboy3d
  • Posted: 23 December 2011 12:57 AM
  • Total Posts: 23
  • Joined: 22 December 2011 02:24 AM

Hello 3d world
My english is not very good I will try to be clear as possible
I’m new on FBX SDK but I’m currently on a big project.
I have one problem and one question :

-Problem : I import on maya a 3D DAZ character which are already modelling, rigging and textured. This is done via FBX DAZ plugin. All things work well.
Now I need to export from maya into my game engine with FBX SDK. But the character have one mesh node with many (26) materials nodes which each have texture bound to their diffuse attribute.
This means that different textures have applied to each piece of the character (face, leg,...).
The problem is that I don’t know why get a UV set for each cluster since I find on the SDK one UV array for the full mesh.

-Question : Are all nodes and her links on Maya Attribute Editor available on FBX SDK ?

Any help are welcome.
Thanks in advance



Replies: 1
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hello nasboy3d!

To answer your question, take a look at this chart:
http://images.autodesk.com/adsk/files/maya_fbx_2012_map.pdf

it will tell you what nodes from the Attribute Editor are supported by FBX for Maya.  You should also check to see if the game engine you are using has a similar table/chart to see how exactly they read FBX files.

I’ve run a test on Maya where I create clusters on a mesh and exported everything to an FBX.  When I import that mesh back into Maya, the uv set is still intact, and the clusters are still acting normally. This tells me that the plug-in from Autodesk’s website is working fine, and that the problem seems to be in how your game engine recieves the FBX file. 

We do not support any game engines, the devs of the game engine are the ones who decided how the FBX is interpreted.

Hope this helps
CarlosC

I suggest you contact the developers at DAZ to see if they can help you.

Author: CarlosC

Replied: 03 January 2012 03:34 AM