Hey everyone,
I've noticed that my skinCluster max influences are not preserved when I export a scene as an FBX. I was wondering if there was something I am doing wrong, or perhaps not understanding related to FBX export support. Has anyone else experienced this?
I also appear to be losing naming information regarding to any deformers.
I am using Maya 2022.3 Update
Thank you for your help.
Kind regards,
Jamie
Solved! Go to Solution.
Solved by hamsterHamster. Go to Solution.
MaxInfluences likely isn't the attribute FBX has in mind to keep eye on, as other platforms (Max, Blender etc) might not having it at all. You can use this feature once you paint the weights, yet, FBX is rather a delivery format, which upon opening file you go through the attributes anyway. I woudn't use FBX as my working file format, unless aware of all its supported features.
Regarding the naming, without seeing the file in question, I'd agree, as often seen coming with some FBX927931749781 in the names, which, I suspect, comes from the OSes that use other than English.
,,,_°(O__O)°_,,,
Maya2019.1 @ Windows10 & GeForce GTX1080Ti
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