I have some xfrog plants that I want to convert to 3ds max but when I export as dwg or dxf they come out as one object with the same poly id's so I need to separate the branches and leaves by hand for texturing. If I send straight to max or export as fbx it only exports the branches and not the leaves.
Is there a way to separate them in Maya to allow me to export separately?
You can separate them by selecting the materials and separating if still has the materials , you can also select all the leaves in the uv editor and separate , same for the branches.
Thanks damaggio, the materials appear to be intact in Maya as the attribute manager lists leaves and bark. Unfortunately I work in Max and this is literally the first time I've opened Maya, is the process you suggessted easily explainable? would you mind/be able to walk me through it? when I've opened the UV editor so far it only shows a single selected polygon and I can't see a way forward on my own.
Thanks very much diaggio but although it's allowing me to select the leaves it won't let me export them seperately, must be connected with how xfrog rigs the plants for animation or something so I'm still snookered.
Thanks for the feedback though.
dwg and dxf exports are dumping the mapping and when I try Fbx export it gives the error message
"Warning:unsupported transform node with multiple shape nodes"
"This scene contains at least one transform node with multiple shape nodes. The plug-in will export only one of the shape nodes."
Then it doesn't export the leaves. I'm assuming the leaves are instanced and rigged somehow to allow animation but I haven't worked with xfrog before so I'm just guessing.
Can't find what you're looking for? Ask the community or share your knowledge.