{"id":2687,"date":"2018-05-16T21:13:16","date_gmt":"2018-05-16T21:13:16","guid":{"rendered":"http:\/\/cocoalopez.com\/blog\/?p=2687"},"modified":"2018-12-10T05:30:52","modified_gmt":"2018-12-10T05:30:52","slug":"maya-2013-fbx-export-with-deformers-for-3dsmax","status":"publish","type":"post","link":"https:\/\/cocoalopez.com\/blog\/?p=2687","title":{"rendered":"Maya 2013 FBX export with deformers for 3DSMAX"},"content":{"rendered":"<p>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.<\/p>\n<ol>\n<li>Seleccionar la geometr\u00eda que vamos a exportar &#8220;Eg. GEO LAYER&#8221;<\/li>\n<li>Hacer un Selection Set con el nombre &#8220;Export_SET&#8221; en el Men\u00fa &#8220;Create\/Sets\/Set&#8221;<\/li>\n<li>Ir al Men\u00fa &#8220;Geometry Cache&#8221; en &#8220;Animation&#8221; y seleccionar &#8220;Create New Cache&#8221;<\/li>\n<li>Con la geometr\u00eda seleccionada, Ir al Men\u00fa &#8220;File\/Export Selection&#8221;<\/li>\n<li>Seleccionar el formato &#8220;FBX&#8221; y poner las siguientes opciones en el panel de &#8220;Options&#8221;:\n<ol>\n<li>Geometry: S\u00f3lo Smooth Mesh Activado<\/li>\n<li>Animation: Animation Activado<\/li>\n<li>Extra Options: Unchecked todo<\/li>\n<li>Bake Animation: Activado con el rango de la animaci\u00f3n, Resample Unchecked<\/li>\n<li>Deformed Models: Checked, Skins Checked<\/li>\n<li>Curve Filters: Unchecked<\/li>\n<li>Geometry Cache File: Checked <strong>Seleccionar el &#8220;EXPORT_SET&#8221;<\/strong><\/li>\n<li>Cameras, Lights: Checked<\/li>\n<li>Units: Automatic<\/li>\n<li>Axis Conversion: Up Axis Y<\/li>\n<li>FBX File Format: Type: Binary, Version FBX 2009<\/li>\n<\/ol>\n<\/li>\n<\/ol>\n<p>\u00c9sta versi\u00f3n soporta Visibility, bones, skinning y deform cache.<\/p>\n<p>En 3DSMAX al importar el archivo:<\/p>\n<ol>\n<li>Animation: Checked<\/li>\n<li>Animation Take: Take_001<\/li>\n<li>Bake Animation Layers<\/li>\n<li>Point Cache Files: Checked<\/li>\n<li>Deformations, skins morphs: Checked<\/li>\n<li>Cameras, lights: Checked<\/li>\n<\/ol>\n<p>Tambi\u00e9n \u00e9ste tutorial para Cinema 4D funciona en MAX al exportar el FBX desde Maya<\/p>\n<p>https:\/\/vimeo.com\/80665374<\/p>\n<p>&nbsp;<\/p>\n<p>NOTA: Si no funciona, revisar que est\u00e9n desactivadas las opciones:<\/p>\n<ol>\n<li>CONSTRAINTS \/ SKELETON CONSTRAINTS (DESACTIVADAS)<\/li>\n<li>SELECCIONAR JOINTS + MESH a exportar en FBX y listo<br \/>\nFORMATO 2009 BINARIO<\/li>\n<\/ol>\n<p>&nbsp;<\/p>\n","protected":false},"excerpt":{"rendered":"<p>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 &#8220;Eg. GEO LAYER&#8221; Hacer un Selection Set con el nombre &#8220;Export_SET&#8221; en el Men\u00fa &#8220;Create\/Sets\/Set&#8221; Ir al Men\u00fa &#8220;Geometry [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":2690,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"jetpack_post_was_ever_published":false,"tdm_status":"","tdm_grid_status":"","_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":[1002],"tags":[],"class_list":["post-2687","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-featured"],"jetpack_publicize_connections":[],"jetpack_featured_media_url":"https:\/\/i0.wp.com\/cocoalopez.com\/blog\/wp-content\/uploads\/2018\/05\/456667304.jpg?fit=1280%2C773&ssl=1","jetpack_sharing_enabled":true,"jetpack_shortlink":"https:\/\/wp.me\/p9XJix-Hl","jetpack-related-posts":[{"id":2036,"url":"https:\/\/cocoalopez.com\/blog\/?p=2036","url_meta":{"origin":2687,"position":0},"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":2598,"url":"https:\/\/cocoalopez.com\/blog\/?p=2598","url_meta":{"origin":2687,"position":1},"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":2620,"url":"https:\/\/cocoalopez.com\/blog\/?p=2620","url_meta":{"origin":2687,"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":2844,"url":"https:\/\/cocoalopez.com\/blog\/?p=2844","url_meta":{"origin":2687,"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":2805,"url":"https:\/\/cocoalopez.com\/blog\/?p=2805","url_meta":{"origin":2687,"position":4},"title":"AE CC 2014 SLOW MERCURY TRANSMIT FIX &#8211; NVIDIA GTX 1070","author":"cgmodeler","date":"October 18, 2018","format":false,"excerpt":"C\u00f3mo reparar el slow playback en el RAM PREVIEW cuando se tiene activado el MERCURY TRANSMIT y usamos tarjeta NVIDIA SERIE 10 (1070 1080...) 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