![]() However, when I hit accept nothing happens–no new file is created. Given that only one take can be selected in the export pop up, I select Main, as it is the parent of the other takes. ![]() My intent here is to create an FBX file that has multiple animations, so that I can create an animation controller in Unity. ![]() Important, keep imported model as edit mesh. Why is the animation not showing up? A related question: I have been trying to export from Houdini an FBX with multiple takes, i.e., several takes under the Main take. And Im exporting at runtime because thats the entire purpose of this script, essentially the user can adjust the mesh and textures on their character, then press an 'Export' button and download the textures and. FBX > OBJ ( dont save the max file, only export, exporting to obj purges the file from all hidden content ) import obj file into max & pro optimize, the file will have a drop of size of almost 90, even without pro-optimization the file will be much smaller. In Unity, the FBX shows up in the project, but it only contains a blank material and a geometry object. When exporting, I set “Export With Take” to Main, “Valid Frame Range” to “Export Frame Range” and “Start/End/Inc” to a range that covers all of my frames. ![]() I am trying to export a model with an animation from Houdini into Unity as an FBX. ![]()
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