{"id":2598,"date":"2017-12-05T19:51:53","date_gmt":"2017-12-05T19:51:53","guid":{"rendered":"http:\/\/cocoalopez.com\/blog\/?p=2598"},"modified":"2017-12-05T19:51:53","modified_gmt":"2017-12-05T19:51:53","slug":"marvelous-designer-tips-para-exportar-pc2-a-max-2009","status":"publish","type":"post","link":"https:\/\/cocoalopez.com\/blog\/?p=2598","title":{"rendered":"Marvelous Designer Tips para exportar PC2 a max 2009"},"content":{"rendered":"<p>1.- EXPORTAR ANIM FBX en MAYA<br \/>\n2.- IMPORTAR EL AVATAR EN T POSE Y SIMULAR LA ANIM EN ANIMATION<br \/>\n3.- SELECCIONAR EL TRACK DE GARMENT EN MARVELOUS Y FILE EXPORT<br \/>\n4.- EXPORTAR COMO FBX 2009 CMS Y UP (MAYA Y ES UP) (WELD THIN Y SINGLE OBJECT CHECKED)<br \/>\n5.- EXPORTAR UN PC2 (POINT CACHE 2) PARA MAX EL Z(UP)<br \/>\n6.- DESDE MAYA SELECCIONAR EL MESH Y EXPORTAR EL OBJ EN SU PRIMER FRAME (\u00c9STO ES POR EL VERTEX COUNT QUE MAX LO<br \/>\nCAMBIA)<br \/>\n7.- EN MAX IMPORTAR EL OBJ QUE VIENE DESDE MAYA<br \/>\n8.- AGREGAR UN POINT CACHE MODIFIER<br \/>\n9.- ASIGNAR EL PC2 QUE GENERAMOS EN EL MARVELOUS<\/p>\n<hr \/>\n<p>&nbsp;<\/p>\n","protected":false},"excerpt":{"rendered":"<p>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 UN PC2 (POINT CACHE 2) [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":2600,"comment_status":"closed","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":[31],"tags":[],"class_list":["post-2598","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-tips-y-tutoriales"],"jetpack_publicize_connections":[],"jetpack_featured_media_url":"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","jetpack_sharing_enabled":true,"jetpack_shortlink":"https:\/\/wp.me\/p9XJix-FU","jetpack-related-posts":[{"id":2687,"url":"https:\/\/cocoalopez.com\/blog\/?p=2687","url_meta":{"origin":2598,"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":2036,"url":"https:\/\/cocoalopez.com\/blog\/?p=2036","url_meta":{"origin":2598,"position":1},"title":"Export Options para FBX Maya 2013 a Max 2009","author":"cgmodeler","date":"December 29, 2016","format":false,"excerpt":"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\u2026","rel":"","context":"In &quot;3d &amp; Design&quot;","block_context":{"text":"3d &amp; Design","link":"https:\/\/cocoalopez.com\/blog\/?cat=2"},"img":{"alt_text":"","src":"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&resize=350%2C200","width":350,"height":200},"classes":[]},{"id":2620,"url":"https:\/\/cocoalopez.com\/blog\/?p=2620","url_meta":{"origin":2598,"position":2},"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":2007,"url":"https:\/\/cocoalopez.com\/blog\/?p=2007","url_meta":{"origin":2598,"position":3},"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":2844,"url":"https:\/\/cocoalopez.com\/blog\/?p=2844","url_meta":{"origin":2598,"position":4},"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":932,"url":"https:\/\/cocoalopez.com\/blog\/?p=932","url_meta":{"origin":2598,"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\/2598","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=2598"}],"version-history":[{"count":1,"href":"https:\/\/cocoalopez.com\/blog\/index.php?rest_route=\/wp\/v2\/posts\/2598\/revisions"}],"predecessor-version":[{"id":2599,"href":"https:\/\/cocoalopez.com\/blog\/index.php?rest_route=\/wp\/v2\/posts\/2598\/revisions\/2599"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/cocoalopez.com\/blog\/index.php?rest_route=\/wp\/v2\/media\/2600"}],"wp:attachment":[{"href":"https:\/\/cocoalopez.com\/blog\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=2598"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/cocoalopez.com\/blog\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=2598"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/cocoalopez.com\/blog\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=2598"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}