Convert to file texture in the maya documentation




















Note: Use this option when you export animation that has quaternion interpolations. This option is only compatible with applications supporting this interpolation type, such as Autodesk MotionBuilder. Also note that the resulting animation will not be identical since quaternion evaluations are different in Maya vs. Use the default option Resample as Euler interpolation to obtain visual results identical to your animation in MotionBuilder, or other applications. This option changes the interpolation type of quaternion keys to a Euler type, without resampling the animation curves themselves.

Note: Using this option results in the same number of keys, set as Euler types. The FBX plug-in always derived these values from the exported scene.

The Resample All option reacts to the state of the Bake Animation option. If Bake animation is activated, Resample All is also activated. Resampled FCurve before filtering. Filtered FCurve with redundant keys removed based on Threshold setting. Setting Description Translation Precision Threshold for translation curves in generic units. Rotation Precision Threshold for rotation curves in generic units. Scaling Precision Threshold for Scaling curves in generic units.

Other Precision Threshold for other curves in generic units. Otherwise, keys with interpolation values greater than a certain threshold may get deleted. Note: You must apply the set to the Objects Transform node and not the Shape node. By default, any Geometry cache files created are in. MCX format. Note: If you export your scene with the intention of importing it into a package that does not support these constraints such as 3ds Max , bake the animation first.

See Bake Animation for more information. Cameras Activate this option to export all cameras contained in the scene. Cameras The Maya FBX plug-in exports camera settings, but not render settings associated to the camera with the file.

This can change rendering results depending on the source application used in comparison. For more information on why this occurs, see Why are my cameras inconsistent? Audio Activate this option to export all audio with this scene. Note: The data itself are the Audio clips and tracks found in the Time Editor and only the active composition is processed during export. Lights Activate this option to export all lights contained in the file.

Embed Media Activate this option to include or embed all media associated with your scene in the FBX file itself. FBM folder at import. Since this media is contained within the FBX file itself, this has an impact on file size. Therefore, use this option only when you transport an FBX file to a location where the original media source is no longer accessible by the receiver. Embed your media to ensure that all your textures are carried over and loaded when you open the FBX file on another computer.

You do not need to do this if you are working on a local machine or over a network database that ensures that the paths to media are not changing.

Advanced options. Units The Units option lets you view the conversion factor scaling value the plug-in uses as well as modify the conversion units. Note: This does not change the System unit settings in Maya. Works for me. I selected the shader not the shading group node then the object.

Found the texture in the source images folder. Make sure your project path is set so you're looking in the right place. Same thing happens to me if I only select a one colour shader, try plugging in a ramp in to the colour then do the shader to texture Ohhh, O.

K that's where everything fell down. The shader has no incoming connections. Try plugging a single color ramp into it. Dammit Dave lol. Beat me to it! Oh wow that actually worked, thanks dave. It sucks that it doesn't do multiple materials at once though, any way to get around that? We used to have a tutorial on here for normal maps that also covered textures Yep, that's what I would use if I had a high-poly and low-poly model but what if I only have a low poly model?

Slider values specify how much to stretch the sampling range of U or V components. Maya stretches the sample region to fit the output image size within the [0,0] to [1,1] sampling range. The horizontal and vertical resolution of the image file, measured in pixels. The default value is Lets you choose a format in which to save the file texture.

The default is Maya IFF. Available Image Formats. Anti-alias If on, sharp, jagged edges within the solid texture are blurred or anti-aliased. Background Mode When converting a file to a texture, occasionally some of the pixels along texture edges are missed. Shader Default A default color is applied to the background. Custom Color Specify a color to apply to the background using the Background Color field.

Note: The Convert to File Texture algorithm consists of two passes by default. Note: Turning Double Sided on makes the conversion dependent on the camera which may be undesirable in some cases, particularly with baked lighting and shadows. Maya Forum.

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