I'm back with another issue that's causing a slight headache. Hopefully someone will have the answer.
Before the 2016 update, when I exported my models to FBX to convert to DAE with the FBX converter, hard/smooth edges exported fine.
Now, I'm getting all smoothed, awkward edges when trying to bring my model into Second Life where I work.
Here's what it should look like, within Maya.
And what it ends up looking like once imported...
Do I have my options set wrong for export? Or is there one I'm missing?
Hi - the copy/paste issue is also reported on another thread. We are following up on that. Please see http://forums.autodesk.com/t5/maya-lt-general/copy-paste-error-in-maya-lt-2016/td-p/5560166
Hi peafwlweaver, I work in SL too. I hadn't tried to upload anything since 2016 came out, but just did a quick test after seeing your post. Everything looks ok for me so far. Did you change the FBX version to 2013 before exporting?
Hi there,
I think what is wrong here is that you have the "smooth mesh" option on. I would reccommend turning this off. This normally takes the mesh preview subdivision you see in the viewport (triggered with 1, 2 & 3 keys) and bakes it into the actual base mesh of the object.
Instead turn OFF "Smooth Mesh" and turn ON "Smoothing Groups"
Let me know how it goes,
Thanks,
Remi
Yay . I was trying to export some boots to SL , thought i had used the fbx > dae converter to do this before. So i tried Obj>dae and was having more or less the sme problem. Texture was way out of whack and the surface looked multi faceted.
I did manage to get the job done by obj>dae through blender .
After seeing this i tried fbx>dae converter again. Turned on smooth groups in options and set it to version 2013. (was 2016)
Worked out fine other than the scaling was way out of whack , but thats easy to fix and i might have checked something wrong.
I Exported my mesh as a selection to FBX.
I had smooth groups selected , and Referenced Assests content in the fbx export options.
Down in FBX File Format changed that from 2016 to 2013.
Then used FBX converter 2013 dropped in the fbx and selected Dae as output.
Using MayaLT 2016.
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