Fbx

Viewing 4 posts - 1 through 4 (of 4 total)
  • Author
    Posts
  • #203276
    Adam Fenwick
    Participant

    Hi there,

    I have an FBX file created in Maya 2010 which consists of a multilayered PSD matte painting which will be composited in Flint 2010. Once I have the FBX in Action, I found that none of photoshop layers comes across into Flint so I need to manually link each layer to its corresponding geometry. The problem with this is that I have to eye-match the position of each axis so that the layers match the original Maya scene.

    Is there any way to be able import an FBX file into Flint and retain all of the PSD information?

    Has anyone else has any issues with the Maya camera not lining up with the Flint camera exactly?

    Thanks,

    #218581
    Ramazan
    Participant

    one thing, try and change the fov to vertical in maya, this fixed my mismatching cameras issue from max last time around. The psd thing, if you have correct uv’s then just connecting the texture should work although photoshop stuff can come in very weird scales, so i would suggest you render the layers out off photoshop as tiffs,tgas, etc these should line up exactly. Also check that the photoshop aspect ratio correction is not on, i’ve had this cause problems coming into flame before.

    #218582
    David Pyefinch
    Participant

    Thanks for your suggestions. I’ll pass them onto the 3D dept and we’ll give them a try on Monday.

    If we render out each layer as targas, then does it matter that the resolution of the layers are consistent in order to map them onto the geometry correctly? e.g at the moment every layer is a different size res – some wide, some small etc – so would it be worth cropping them so they are all the same res before coming into Flint?

    #218580
    Ramazan
    Participant

    Well it depends on how they have been mapped in maya, given that the mapping remains the same. they need to match the same resolution as they were mapped in maya, so if maya auto crops each layer to their bounds then you have to do the same for each layer, however if maya brings in each layer to be the same res as the Photoshop psd canvas resolution then you do that. As long as everything matches between maya and Flint it should be ok as these are the two exchanging the data. I hope that makes sense.

    Other things to look out for are things like offsets or tiling in the Shader rather than the uvw’s. Sometimes these won’t come across in fbx.

Viewing 4 posts - 1 through 4 (of 4 total)
  • You must be logged in to reply to this topic.
Copy link
Powered by Social Snap