Hm, okay. Then there are only problems if you change the export settings. Important to know.
Thatâs right. What Iâm trying to know is why we should choose the Y up option in Max when its up vector is Z.
Same thing for Blender - why do we need to use the defaultâs there (forward= -Z, up= +Y) for the exports to work correctly when the forward vector is -Y and its up vector is +Z (as far as I know).
I can only think of one reason and that is why we are here. Compatibility with other software.
Possibly! I find it very confusing, I would have thought that weâd need to specify the axes used by the software that created the files when exporting an fbx file, but apparently that might not be the case.
Hi, Socke81
Why does a single parameter - specular output two different textures ( SpecularColor, ShininessExponent ) that are connected to different parameters in the standard material in 3ds Max?
Can you please take a look at the .log file for the error message. Should be in the Saved directory and paste the whole area with the error here?
I donât understand the other part. The plugin returns what is in the file. It could be that there is a bug but outputting more textures than are in the file doesnât sound like a bug. Describe it in more detail.
i canât find "creat new procedural mesh " and âdestroy all aprocedural mesh componentsâ nodes in ue 5.1
These are blueprint functions in the demo project. Double-click on them in the demo project. You donât have to build it as complex as in the demo. Basically, itâs about creating an actor and inserting a procedural mesh component there. The component then has functions such as âCreate Mesh Sectionâ.
As there is now an official link between comments and products in Fab, please do not post anything here. The new thread is here:
Hi~how to use complex collision?
The âCreate Mesh Sectionâ function of epics Procedural Meshes has the âCreate Collisionâ function. Please use the new thread and not this one.