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Found 5 results

  1. Hi, We would like to work with FBX files exported from Maya, and transmit some "metadata" (custom information) into a node to Unigine. Here is a brief description of our pipeline : 1) Into Maya: we add some metadata into a node in a scene. 2) Into Maya: we export the scene to FBX (The export keeps the metadata). 3) Into Unigine: we import the FBX file with the FBX import plugin. 4) Into Unigine: we have the hierarchy and the nodes, but we have lost the metadata. Is there a way to transmit metadata from Maya to Unigine within a FBX File ?
  2. Hello, I'm using maya 2016 for 3d content creation and looking for plugin for maya 2016 version to export mesh (dynamic mesh also to use in unigine as a cloth). if you have an any other ideas, then share with me...I'm waiting for it. Mayur patel.
  3. 3D mesh importing

    Hello, Is there C++ API support for importing 3D meshes? I would like to edit models in Maya or Modo (or similar software) and then import them into my scene using only the C++ API. Is this possible? Thanks!
  4. Hey everyone, I'm hoping you can help me. I'm a user of Maya and Max 2014 and I'm having issues with exporting a model plane correctly. I've attached images to help explain my issue. The plane looks correct in the editor when the diffuse and spec maps are applied (Capture5.png), but when I apply the normal map, lots of lighting issues seem to pop up on the model (Capture4.png). In UV channel 1, there are overlapping UVs and some inverted UVs, but I'm doing this to save texture space. Am I right in thinking that as long as the UVs are not overlapping or inverted in channel 2, this s
  5. Would like something written into either the nodes or (preferably) meshes to keep track of the file that the asset was originally created from ie a link to the original max,maya etc file.