Is it possible to force the material order during .fbx export from Maya?
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Hi, so my friend has asked me to create a script that forces the material order in her .fbx file. This is needed because in Unreal you don't want it to change or you'll get mat id's flipping and creating bugs in the levels.
I've found the material order comes out of Maya into the .fbx file based on the order you combine the geometry with the specific material ids. For example if you select the geometry in the order you want the ids to be set and then combine the material that was assigned to that geometry will be the order you get your material id slots in Unreal.
This is not a great workflow because extracting polygon faces and combining is brittle, the normals will also break and transferring normals isn't an option because Maya has that locked normals issue which deletes your normals if you unlock them.
So does anyone know a way to somehow force the material order inside the Maya file other than extracting and combining faces based on material id?