Autodesk maya 2014 cod exporter
Resample All option resamples animation using the host application’s frame rate or This option is useful if you are exporting a scene to a package that may not support NURBS.īy default, this option is set to “NURBS”, meaning the plug-in applies no conversion and NURBS geometry is exported as NURBS. This option lets you convert NURBS geometry into a mesh geometry during the export process. If you import the same file into a new scene, the plug-in imports Nulls with the animation applied. In this case, the plug-in imports only animation onto original geometries, and does not add incoming Nulls to the existing scene. It creates a smaller file size, and is supported byįBX Importer when you import it into the original scene. This option is often used for animation only files. Convert to Null ObjectsĪctivate this option to convert all geometry into locators (dummy objects) during the export process. You must activate this option to export Selection Sets. Selection Sets can potentially increase the file size, this option is disabled by default, and the Selection Sets during the export process. Selection Sets option lets you include or exclude Instead your result is a tessellated mesh in the file, but with the original source mesh unaffected/unchanged in the Maya scene. Smooth Mesh option disabled, it will not affect the mesh in the scene. Smooth Mesh Preview from Maya with the FBX Exporter Import your FBX file into to your original Maya scene, to avoid geometry UV issues with split geometry.ĭisabled produces the following result in MotionBuilder 2010 and earlier: 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 theįBX Importer to perform the inverse operation, but this may result in incorrect UV texture maps, see the note that follows this entry. Use this option to 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. This workflow is required because of limitation in MotionBuilder versions 2010 and earlier where there is no support ByPolygonVertex Normals. It lets you transfer hard edge information to MotionBuilder. This option only applies to older MotionBuilder workflows to ensure visual fidelity of surface continuity. They reflect how Maya renders the polygons in smooth shaded mode. Vertex normals determine the visual smoothing between polygon faces. Smoothing Groups during the import process.Īctivate this option to split geometry vertex normals based on edge continuity. Because of this, the FBX Collada importer will generate Note: The FBX Collada exporter does not export
You can also use save your settings as a custom preset. The plug-in saves the User defined state in a temporary file so that the settings are the default the next time you use the plug-in. If you change any settings in preset, the preset field displays User defined, to show that the preset differs from its default state. Skeleton definitions options set for optimal Character animation using Maya and MotionBuilder.
Use theĪutodesk MotionBuilder preset if you are using a Maya to MotionBuilder back to Maya workflow. TheĪutodesk Media and Entertainment preset contains the optimal settings for most animation workflows.Īutodesk MotionBuilder preset is used for exporting animation files to MotionBuilder. The Maya FBX plug-in has two export workflow presets: Autodesk Media & EntertainmentĪutodesk Media and Entertainment preset is the default preset for the Maya FBX plug-in Exporter. Choose your preset by selecting it in the menu of the FBX plug-in Presets section.