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Author Topic: Max Angular Deformers into Unity
Hamesh81
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Posts: 3
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Post Max Angular Deformers into Unity
on: July 5, 2012, 14:22
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Hi guys, I've already posted this on the Unity Forum thread but I thought it may be more useful for others here.

Basically I'm interested in getting max Angular Deformers (Bulge, Joint & Morph) exported into Unity via Megafiers in a similar way that morphs can be. I have already sent spookyCat a test file with which he said he would try to come up with a solution. I'm interested in how many others are interested in this sort of functionality also, or if someone has found a work around to what I'm trying to do. All I'm really hoping to do is have the bones of my rig drive additional deformations on top of those that the Skin Modifier already does. In Max (as far as I know) this is done either via Angular Deformers in the Skin modifier, or using the Skin Morph Modifier.

Anyway if anyone has anything to add to this please post it below. Also spookyCat, feel free to post any of your progress on this here if it's easier for you.
Cheers, Hamesh

spookycat
Administrator
Posts: 148
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Post Re: Max Angular Deformers into Unity
on: July 5, 2012, 14:32
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I spent some time yesterday looking at getting the data out of the Skin modifier, that should be easily doable, need to figure out the Bulge side. The Skin Morph modifier is probably the easiest one to deal with.

If anyone cant wait for this functionality to be added in, you can work around by adding the morphs as extra channels to a normal morph modifier and then use the MegaMorphLink component to link the morphs to a bone rotation or translation.

Hamesh81
Newbie
Posts: 3
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Post Re: Max Angular Deformers into Unity
on: July 6, 2012, 00:44
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Thanks for your reply spookycat, I'm interested in how you're exporting the Skin Morph modifier (SMM) out of max? My understanding is that SMM needs to be above the Skin modifier in the stack to work, correct? When I export an fbx any modifiers in the stack above the Skin modifier are always disabled, so for this reason it hasn't been working for me. The only way I thought it could work is by copying the Skin modifier and pasting it above the SMM, which would stop the SMM from being disabled on export. This seems a slightly clumsy solution though since it obviously creates a rig with two Skin modifiers.

That's why I thought using Angular Deformers would be more straight forward, but either way I'd like to try out your suggestion with the MegaMorphLink. Is there a page with more information about this component, I couldn't find it in the menu. Thanks again.

spookycat
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Posts: 148
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Post Re: Max Angular Deformers into Unity
on: July 6, 2012, 09:21
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Well I would add the Skin Morph export into the MegaFiers exporter, it doesn't matter how many morph or skin morph modifiers are on an object the exporter finds them all and extracts all the data, they all work of the base mesh that is exported to FBX.
I will see if I can create an object in max and then do a video and docs for the Morph Link system today.

spookycat
Administrator
Posts: 148
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Post Re: Max Angular Deformers into Unity
on: July 6, 2012, 14:32
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Done the video guide to using the Morph Link system.

Hamesh81
Newbie
Posts: 3
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Post Re: Max Angular Deformers into Unity
on: July 7, 2012, 08:13
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I saw this on youtube and it is absolutely brilliant. Thanks so much, this really helps and is very easy to follow. You're a champ!!

licarell
Newbie
Posts: 1
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Post Re: Max Angular Deformers into Unity
on: September 23, 2014, 15:50
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I just now noticed this tread... so you saying I can add the skin morph modifier to help correct the joints on my rig and that information will be exported using the exporter???

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