{"id":2036,"date":"2016-12-29T00:18:22","date_gmt":"2016-12-29T06:18:22","guid":{"rendered":"http:\/\/www.cgmodelers.com\/blog\/?p=2036"},"modified":"2017-02-27T02:07:21","modified_gmt":"2017-02-27T02:07:21","slug":"export-options-para-fbx-maya-2013-a-max-2009","status":"publish","type":"post","link":"https:\/\/cocoalopez.com\/blog\/?p=2036","title":{"rendered":"Export Options para FBX Maya 2013 a Max 2009"},"content":{"rendered":"<p>Exportar animaci\u00f3n con deformaciones, din\u00e1micos y rig desde MAYA 2013 a Max 2009<br \/>\nPara exportar una geometr\u00eda con din\u00e1micos, hair driven joints, sine waves, wire deforms etc.<\/p>\n<ol>\n<li>Crear un Set para la geometr\u00eda skinneada para tener algo que seleccionar en el CACHE al exportar:<br \/>\nCon la geometr\u00eda seleccionada ir a CREATE\/SETS\/SET y en las opciones ponerle el nombre, en \u00e9ste caso <strong>ANIMAL GEO<\/strong>.<\/li>\n<li>VAMOS a EXPORT ALL y seleccionamos FBX<\/li>\n<li>SETTINGS:<br \/>\nAnimation ON<br \/>\nBake Animation ON (Aunque a veces no es necesario por que la geometr\u00eda trae el cache pero en ocasiones el nucleus necesita correr durante los frames seleccionados para hacer un solve correcto)<br \/>\nDeformed Models ON<br \/>\nGeometry Cache File :\u00a0<strong>Aqu\u00ed seleccionamos nuestro SET &#8220;ANIMAL GEO&#8221;\u00a0<\/strong>as\u00ed le decimos a maya qu\u00e9 geometr\u00eda necesitamos y no tenemos que exportar un PCC o MCC<br \/>\nUp Axis Y<br \/>\nType Binary<br \/>\nFBX Versi\u00f3n 2009<\/li>\n<\/ol>\n<p><img data-recalc-dims=\"1\" loading=\"lazy\" decoding=\"async\" class=\"aligncenter wp-image-2037 size-full\" src=\"https:\/\/i0.wp.com\/www.cocoalopez.com\/blog\/wp-content\/uploads\/2016\/12\/EpicPen_2016-12-29_00-13-35.png?resize=441%2C640\" alt=\"epicpen_2016-12-29_00-13-35\" width=\"441\" height=\"640\" \/> <img data-recalc-dims=\"1\" loading=\"lazy\" decoding=\"async\" class=\"aligncenter wp-image-2038 size-full\" src=\"https:\/\/i0.wp.com\/www.cocoalopez.com\/blog\/wp-content\/uploads\/2016\/12\/EpicPen_2016-12-29_00-13-19.png?resize=425%2C561\" alt=\"epicpen_2016-12-29_00-13-19\" width=\"425\" height=\"561\" \/><\/p>\n<p>Y listo se importa desde max con todo. Va a crear un folder con su XML y con su .mc que es el MAYA CACHE<\/p>\n<p>&nbsp;<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Exportar animaci\u00f3n con deformaciones, din\u00e1micos y rig desde MAYA 2013 a Max 2009 Para exportar una geometr\u00eda con din\u00e1micos, hair driven joints, sine waves, wire deforms etc. Crear un Set para la geometr\u00eda skinneada para tener algo que seleccionar en el CACHE al exportar: Con la geometr\u00eda seleccionada ir a CREATE\/SETS\/SET y en las opciones [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":2404,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"jetpack_post_was_ever_published":false,"_jetpack_newsletter_access":"","_jetpack_dont_email_post_to_subs":false,"_jetpack_newsletter_tier_id":0,"_jetpack_memberships_contains_paywalled_content":false,"_jetpack_memberships_contains_paid_content":false,"footnotes":"","jetpack_publicize_message":"","jetpack_publicize_feature_enabled":true,"jetpack_social_post_already_shared":false,"jetpack_social_options":{"image_generator_settings":{"template":"highway","default_image_id":0,"font":"","enabled":false},"version":2}},"categories":[2],"tags":[596,703,896,956],"class_list":["post-2036","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-3d-y-diseno","tag-maya","tag-para","tag-tener","tag-vamos"],"jetpack_publicize_connections":[],"jetpack_featured_media_url":"https:\/\/i0.wp.com\/cocoalopez.com\/blog\/wp-content\/uploads\/2016\/12\/chrome_2017-02-26_20-07-17.png?fit=434%2C496&ssl=1","jetpack_sharing_enabled":true,"jetpack_shortlink":"https:\/\/wp.me\/p9XJix-wQ","jetpack-related-posts":[{"id":2687,"url":"https:\/\/cocoalopez.com\/blog\/?p=2687","url_meta":{"origin":2036,"position":0},"title":"Maya 2013 FBX export with deformers for 3DSMAX","author":"cgmodeler","date":"May 16, 2018","format":false,"excerpt":"Para exportar desde Maya 2013 a FBX con deformadores, animaci\u00f3n per-vertex, una vez que se anim\u00f3 en base a un rig y despu\u00e9s se modific\u00f3 el mesh per vtx. Seleccionar la geometr\u00eda que vamos a exportar \"Eg. GEO LAYER\" Hacer un Selection Set con el nombre \"Export_SET\" en el Men\u00fa\u2026","rel":"","context":"In &quot;Featured&quot;","block_context":{"text":"Featured","link":"https:\/\/cocoalopez.com\/blog\/?cat=1002"},"img":{"alt_text":"","src":"https:\/\/i0.wp.com\/cocoalopez.com\/blog\/wp-content\/uploads\/2018\/05\/456667304.jpg?fit=1200%2C725&ssl=1&resize=350%2C200","width":350,"height":200,"srcset":"https:\/\/i0.wp.com\/cocoalopez.com\/blog\/wp-content\/uploads\/2018\/05\/456667304.jpg?fit=1200%2C725&ssl=1&resize=350%2C200 1x, https:\/\/i0.wp.com\/cocoalopez.com\/blog\/wp-content\/uploads\/2018\/05\/456667304.jpg?fit=1200%2C725&ssl=1&resize=525%2C300 1.5x, https:\/\/i0.wp.com\/cocoalopez.com\/blog\/wp-content\/uploads\/2018\/05\/456667304.jpg?fit=1200%2C725&ssl=1&resize=700%2C400 2x, https:\/\/i0.wp.com\/cocoalopez.com\/blog\/wp-content\/uploads\/2018\/05\/456667304.jpg?fit=1200%2C725&ssl=1&resize=1050%2C600 3x"},"classes":[]},{"id":2620,"url":"https:\/\/cocoalopez.com\/blog\/?p=2620","url_meta":{"origin":2036,"position":1},"title":"FBX not exporting skinned meshes from facial rig","author":"cgmodeler","date":"February 22, 2018","format":false,"excerpt":"If FBX does not export rigged\/skinned geo from max to maya (old versions) backup the skin with dora weights import and remove the skinning+history of the meshes. Reskin with all joints and reimport vertex values. Then soften and polish with ngskintools. Make a GEO layer with all geometry and EXPORT\u2026","rel":"","context":"In &quot;Tips y Tutoriales&quot;","block_context":{"text":"Tips y Tutoriales","link":"https:\/\/cocoalopez.com\/blog\/?cat=31"},"img":{"alt_text":"","src":"https:\/\/i0.wp.com\/cocoalopez.com\/blog\/wp-content\/uploads\/2018\/02\/2018-02-22_12-56-52.png?fit=610%2C533&ssl=1&resize=350%2C200","width":350,"height":200,"srcset":"https:\/\/i0.wp.com\/cocoalopez.com\/blog\/wp-content\/uploads\/2018\/02\/2018-02-22_12-56-52.png?fit=610%2C533&ssl=1&resize=350%2C200 1x, https:\/\/i0.wp.com\/cocoalopez.com\/blog\/wp-content\/uploads\/2018\/02\/2018-02-22_12-56-52.png?fit=610%2C533&ssl=1&resize=525%2C300 1.5x"},"classes":[]},{"id":2598,"url":"https:\/\/cocoalopez.com\/blog\/?p=2598","url_meta":{"origin":2036,"position":2},"title":"Marvelous Designer Tips para exportar PC2 a max 2009","author":"cgmodeler","date":"December 5, 2017","format":false,"excerpt":"1.- EXPORTAR ANIM FBX en MAYA 2.- IMPORTAR EL AVATAR EN T POSE Y SIMULAR LA ANIM EN ANIMATION 3.- SELECCIONAR EL TRACK DE GARMENT EN MARVELOUS Y FILE EXPORT 4.- EXPORTAR COMO FBX 2009 CMS Y UP (MAYA Y ES UP) (WELD THIN Y SINGLE OBJECT CHECKED) 5.- EXPORTAR\u2026","rel":"","context":"In &quot;Tips y Tutoriales&quot;","block_context":{"text":"Tips y Tutoriales","link":"https:\/\/cocoalopez.com\/blog\/?cat=31"},"img":{"alt_text":"","src":"https:\/\/i0.wp.com\/cocoalopez.com\/blog\/wp-content\/uploads\/2017\/12\/marvelous-designer-tips-para-exportar-pc2-a-max-2009.jpg?fit=275%2C433&ssl=1&resize=350%2C200","width":350,"height":200},"classes":[]},{"id":2844,"url":"https:\/\/cocoalopez.com\/blog\/?p=2844","url_meta":{"origin":2036,"position":3},"title":"Quill to Maya to RS","author":"cgmodeler","date":"January 31, 2019","format":false,"excerpt":"Export de Quill como FBXImport FBX en Maya 2015+Cargar Vertex Shader en HypershadeAsignar a todos los objetos PolyOcultar Nurbs ObjectsActivar Hardware 2.0Duplicar Vertex Shader quitando el NODE de ALPHAAplicar en todo lo que no tenga ALPHA para el GEO SORTINGGenerar RS MaterialAgregar Vertex Color igual que el nombre del CsetConectar\u2026","rel":"","context":"In &quot;Tips y Tutoriales&quot;","block_context":{"text":"Tips y Tutoriales","link":"https:\/\/cocoalopez.com\/blog\/?cat=31"},"img":{"alt_text":"","src":"https:\/\/i0.wp.com\/cocoalopez.com\/blog\/wp-content\/uploads\/2019\/01\/quill-to-maya-to-rs.jpg?fit=480%2C360&ssl=1&resize=350%2C200","width":350,"height":200},"classes":[]},{"id":2007,"url":"https:\/\/cocoalopez.com\/blog\/?p=2007","url_meta":{"origin":2036,"position":4},"title":"Maya Import\/Export Skin Weights","author":"cgmodeler","date":"January 31, 2016","format":false,"excerpt":"Por fin encontr\u00e9 una herramienta genial para importar y exportar los skin weights de Maya 2011+ un .mel que exporta los v\u00e9rtices en un formato propietario \".dsw\" \u00a0 Funciona genial, s\u00f3lo hay que colocar el script en SCRIPTS, una vez cargado correr el mel: DoraSkinWeightImpExp(); http:\/\/www.creativecrash.com\/maya\/script\/dora-skinweight-import-export \u00a0 Source en japon\u00e9s:\u2026","rel":"","context":"In &quot;Tips y Tutoriales&quot;","block_context":{"text":"Tips y Tutoriales","link":"https:\/\/cocoalopez.com\/blog\/?cat=31"},"img":{"alt_text":"","src":"https:\/\/i0.wp.com\/cocoalopez.com\/blog\/wp-content\/uploads\/2016\/01\/2016-01-31_22-06-15.png?fit=245%2C414&ssl=1&resize=350%2C200","width":350,"height":200},"classes":[]},{"id":932,"url":"https:\/\/cocoalopez.com\/blog\/?p=932","url_meta":{"origin":2036,"position":5},"title":"Maya MUT (Mark-Up-Tool)","author":"cgmodeler","date":"December 6, 2011","format":"video","excerpt":"Atenci\u00f3n a los interesados en las \u00a0utilidades para animadores. Encontr\u00e9 \u00e9sta peque\u00f1a herramienta que hace maravillas, funciona con maya 2011. Es un MEL script que nos permite dibujar sobre el viewport de maya utilizando los paintFX. Tiene la funci\u00f3n para exportar las notas, cambiar color de la brocha, grosor y\u2026","rel":"","context":"In &quot;Gobelins&quot;","block_context":{"text":"Gobelins","link":"https:\/\/cocoalopez.com\/blog\/?cat=13"},"img":{"alt_text":"","src":"https:\/\/i0.wp.com\/cocoalopez.com\/blog\/wp-content\/uploads\/2011\/12\/maxresdefault-3.jpg?fit=1200%2C675&ssl=1&resize=350%2C200","width":350,"height":200,"srcset":"https:\/\/i0.wp.com\/cocoalopez.com\/blog\/wp-content\/uploads\/2011\/12\/maxresdefault-3.jpg?fit=1200%2C675&ssl=1&resize=350%2C200 1x, https:\/\/i0.wp.com\/cocoalopez.com\/blog\/wp-content\/uploads\/2011\/12\/maxresdefault-3.jpg?fit=1200%2C675&ssl=1&resize=525%2C300 1.5x, https:\/\/i0.wp.com\/cocoalopez.com\/blog\/wp-content\/uploads\/2011\/12\/maxresdefault-3.jpg?fit=1200%2C675&ssl=1&resize=700%2C400 2x, https:\/\/i0.wp.com\/cocoalopez.com\/blog\/wp-content\/uploads\/2011\/12\/maxresdefault-3.jpg?fit=1200%2C675&ssl=1&resize=1050%2C600 3x"},"classes":[]}],"_links":{"self":[{"href":"https:\/\/cocoalopez.com\/blog\/index.php?rest_route=\/wp\/v2\/posts\/2036","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/cocoalopez.com\/blog\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/cocoalopez.com\/blog\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/cocoalopez.com\/blog\/index.php?rest_route=\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/cocoalopez.com\/blog\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=2036"}],"version-history":[{"count":1,"href":"https:\/\/cocoalopez.com\/blog\/index.php?rest_route=\/wp\/v2\/posts\/2036\/revisions"}],"predecessor-version":[{"id":2405,"href":"https:\/\/cocoalopez.com\/blog\/index.php?rest_route=\/wp\/v2\/posts\/2036\/revisions\/2405"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/cocoalopez.com\/blog\/index.php?rest_route=\/wp\/v2\/media\/2404"}],"wp:attachment":[{"href":"https:\/\/cocoalopez.com\/blog\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=2036"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/cocoalopez.com\/blog\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=2036"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/cocoalopez.com\/blog\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=2036"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}