![]() ![]() But everything is way out of scale and there is no skeleton? Don't panic! It will all make sense soon. Note the location of the "Object Creation Directory". Import the Max "Master" scene file, which is now an *.FBX file, into LW using LW's FBX importer. (Hit "Ok" and "Yes" to any screen that pops up). Title the scene "Master" as this will be the master scene from which all animation will later be exported.Įxport the Max "Master" scene back to LW via the Max's FBX exporter tool. Save the scene with the character in its default pose. In Max create a "Biped" and "Physique" the character as usual. (Hit "Continue" if a "Bind Pose" error occurs). Make sure "Root Node Scale" and "Root Node Rotate" are turned "On". Import the new "LW FBX" scene into Max using its FBX Importer tool. Parent you're character model to the "FBX_Root" null.Įxport the scene using the LW FBX Exporter 6.0.2 which you can download with this link Load your polygon character model into LW's layout. ![]()
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