exporting point cache animation from 3dsmax into Unreal

exporting point cache animation from 3dsmax into Unreal

VickyVaporub
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exporting point cache animation from 3dsmax into Unreal

VickyVaporub
Contributor
Contributor

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.

 

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...

 

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...

I also tried exporting in FBX 2014/2015 and also 2016/2017.

 

Any clues exporting FBX with point cache into Unreal effectivelly ?

Thanks.

 

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fla3d
Collaborator
Collaborator

AFIK UE4 doesn't accept point cache in FBX files, only Alembic.

 

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.

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VickyVaporub
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Contributor

Thanks for your quick response. I am still new to Unreal.

 

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...

 

What is the norm in the industry when using characters: using skeleton or geometry cache ?

Thanks again.

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