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    <title>topic Re: exporting point cache animation from 3dsmax into Unreal in 3ds Max Animation and Rigging Forum</title>
    <link>https://forums.autodesk.com/t5/3ds-max-animation-and-rigging/exporting-point-cache-animation-from-3dsmax-into-unreal/m-p/8465356#M4654</link>
    <description>&lt;P&gt;Thanks for your quick response. I am still new to Unreal.&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;I have been doing what you said but even FBX's imported materials do not translate well (we use VRay here)... I guess all materials have to be redone when using an engine...&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;What is the norm in the industry when using characters: using skeleton or geometry cache ?&lt;/P&gt;
&lt;P&gt;Thanks again.&lt;/P&gt;</description>
    <pubDate>Thu, 13 Dec 2018 10:16:36 GMT</pubDate>
    <dc:creator>VickyVaporub</dc:creator>
    <dc:date>2018-12-13T10:16:36Z</dc:date>
    <item>
      <title>exporting point cache animation from 3dsmax into Unreal</title>
      <link>https://forums.autodesk.com/t5/3ds-max-animation-and-rigging/exporting-point-cache-animation-from-3dsmax-into-unreal/m-p/8460258#M4652</link>
      <description>&lt;P&gt;When I export a geometry using local point cache modifier in 3dsMax 2017 using FBX (using selection set) into Unreal, the point cache is lost and only the static mesh is imported.&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;I have tried to check what is going on by importing the FBX file back to 3dsMax but they ALWAYS crash. I have tried with many types of geometry, from simple cylinder to a character's dress...&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;The only point cached animation Unreal understands from 3dsMax seems to be Alembic, but that means we have to reassign all materials and textures as ABC does not embed them. I don't have time to do all the extra job really...&lt;BR /&gt;&lt;BR /&gt;I also tried exporting in FBX 2014/2015 and also 2016/2017.&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;Any clues exporting FBX with point cache into Unreal&amp;nbsp;effectivelly ?&lt;/P&gt;
&lt;P&gt;Thanks.&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;</description>
      <pubDate>Tue, 11 Dec 2018 15:42:57 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/3ds-max-animation-and-rigging/exporting-point-cache-animation-from-3dsmax-into-unreal/m-p/8460258#M4652</guid>
      <dc:creator>VickyVaporub</dc:creator>
      <dc:date>2018-12-11T15:42:57Z</dc:date>
    </item>
    <item>
      <title>Re: exporting point cache animation from 3dsmax into Unreal</title>
      <link>https://forums.autodesk.com/t5/3ds-max-animation-and-rigging/exporting-point-cache-animation-from-3dsmax-into-unreal/m-p/8460496#M4653</link>
      <description>&lt;P&gt;AFIK UE4 doesn't accept point cache in FBX files, only Alembic.&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;You could import your FBX as a static mesh just to get the materials and then import the Alembic with the point cache and reassign them. I never bothered much with materials coming from max as it is always better to rebuild them in UE as instanced materials whenever possible.&lt;/P&gt;</description>
      <pubDate>Tue, 11 Dec 2018 16:47:16 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/3ds-max-animation-and-rigging/exporting-point-cache-animation-from-3dsmax-into-unreal/m-p/8460496#M4653</guid>
      <dc:creator>fla3d</dc:creator>
      <dc:date>2018-12-11T16:47:16Z</dc:date>
    </item>
    <item>
      <title>Re: exporting point cache animation from 3dsmax into Unreal</title>
      <link>https://forums.autodesk.com/t5/3ds-max-animation-and-rigging/exporting-point-cache-animation-from-3dsmax-into-unreal/m-p/8465356#M4654</link>
      <description>&lt;P&gt;Thanks for your quick response. I am still new to Unreal.&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;I have been doing what you said but even FBX's imported materials do not translate well (we use VRay here)... I guess all materials have to be redone when using an engine...&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;What is the norm in the industry when using characters: using skeleton or geometry cache ?&lt;/P&gt;
&lt;P&gt;Thanks again.&lt;/P&gt;</description>
      <pubDate>Thu, 13 Dec 2018 10:16:36 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/3ds-max-animation-and-rigging/exporting-point-cache-animation-from-3dsmax-into-unreal/m-p/8465356#M4654</guid>
      <dc:creator>VickyVaporub</dc:creator>
      <dc:date>2018-12-13T10:16:36Z</dc:date>
    </item>
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