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Author Topic: Art Problem  (Read 1100 times)

Brianirvin

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Art Problem
« on: Mar 17, 16, 03:02:04 PM »

Is it possible to have someone with a Maya or Max License to import an FBX and export it to the required Hero Engine format? 
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Amanda_Brooks

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Re: Art Problem
« Reply #1 on: Mar 17, 16, 03:10:10 PM »

Yes - Max or Maya can both export all standard mesh formats into the HE mesh format.
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Brianirvin

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Re: Art Problem
« Reply #2 on: Mar 17, 16, 03:22:33 PM »

Ok so if I made content in blender and found an extremely friendly person here on the forums with a Max or Maya License they could export the content for me then from there I could upload it?
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Mr_Conflicts

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Re: Art Problem
« Reply #3 on: Mar 17, 16, 03:47:26 PM »

Ok so if I made content in blender and found an extremely friendly person here on the forums with a Max or Maya License they could export the content for me then from there I could upload it?
Why can't you do this yourself? I mean not to be rude, but it seems like a lot to ask someone to do for free even if it was just a static object.

I recommend looking on the wiki to see how to do this. For instance, http://hewiki.heroengine.com/wiki/3ds_Max or http://hewiki.heroengine.com/wiki/Maya shows you how to set up the HE plugin for max or Maya.
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Brianirvin

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Re: Art Problem
« Reply #4 on: Mar 17, 16, 04:42:34 PM »

I wasn't expecting it for free, just wanted to know if it could be done.
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HE-SARRENE

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Re: Art Problem
« Reply #5 on: Mar 17, 16, 06:38:07 PM »

Hello Brian,
    Yes it can be done. As both Maya and Max have FBX support, it can be brought into one of those and then exported in the HGM format.

    The HGM format is a custom and well compressed version of the model, something you do not get with FBX natively. When FBX support comes out, the engine will handle it as most updated modern engines do, and convert from FBX into the compressed version automatically.

    But, until then, anyone with Maya or Max (Student or Paid) can do the export for you. The two key things to remember is:
    1) Make sure the material name is unique (do not leave it as "default_x") to avoid the Material Redefinition error.
    2) have them follow the same directory structure you have for the textures and the mesh to avoid any errors (such as missing textures).
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