UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object)įb圎:InstallMaxPlugin(String)įb圎:InstallIntegration(String)įb圎:InstallDCCIntegration()įb圎:OnInspectorGUI() UnityEngine.DebugLogHandler:Internal_Log(LogType, String, Object) Mac: $HOME/Library/Preferences/Autodesk/Maya/scripts/lĬreate the file if it doesn't exist, then add this line:Ĭlick to expand.Here is a screenshot of the folder Windows: C:\Users\\Documents\maya\scripts\l Copy the contents of Integrations/Autodesk/maya/UnityFbxForMaya.txt from the unzipped folder to the following file: Unzip the UnityFbxForMaya.zip file in the Fb圎xporters/ folder from the Unity package to a writable location (could be in or outside of your Unity project)Ģ. Maya 2016 is not officially supported and hasn't been tested, however you might be able to make it work by manually installing the plugin.ġ. Is there anyway to do the "Convert to linked prefab instance" but make the materials not to reset its uv tiling and offset to 1 (if its not 1 of course)? In unity it gets reloaded with the correct proportion of texture and uv tiling/offset although the values arent the same as in 3ds max but it works! Image that shows the tweaking im doing inside 3ds max to then export it back to unity I have a material that i tweaked the uv tiling and offset in unity,īut when i do the "Convert to linked prefab instance" (i do it in root gameobject called "123") the uv tiling and offset of that materialgets reset to 1, so this can be a problem because then i have to tweak it again inside of 3ds max or when after i import it again to unity, so its extra work that shouldnt be happening! Am i doing something wrong?īut if i tweak the uv tiling and offset in 3ds max when i export it to unity, unity assigns the correct uv tiling and offset inside unity.
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