Hey guys,
I have a scene containing 'stray textures', but they are getting stripped at FBX export.
Any ideas as to what kind of workaround I can use to try and 'link those file nodes' so that they are embedded in the output?
e.g.:
Texture 'SkirtTextureA' is embedded in the fbx file because it is linked to 'SkirtMaterial' which in turn is linked to 'SkirtGeo'. However I would also want 'SkirtTextureB' and 'SkirtTextureC' (textures that are not attached to any material) to be embedded in the file as well.
I have tried using message attributes to link the material with the different textures, but no go.
Also originally in the scene I am using choice nodes and a remapColor node to do the texture swapping (but I don't necessarily want those nodes in the output).
I am using Maya2011.
Thanks,
Kim.
I found the following link which suggests plugging the textures in 'standard material channels', but it seems that even if a texture is linked to, say, a material's "color", well, if that material isn't applied to a geometry, it still will get stripped at export:
http://download.autodesk.com/us/fbx/20112/Maya/_index.htmlLinking to a specific section of the fbx docs doesn't seem to work, good game Autodesk.
See
Maya FBX Plug-in What’s New >
Conversion support >
File textures, procedural, and mapchannels