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  1. #1
    MSgt. Shooter Person
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    Default [SOLVED]axmain exports model is not smooth

    I create a model in maya and add material.

    When I export it with "axmain" into udk. It's not smooth.

    But with "axmesh" It's smooth.

    Why ?

    ps:I have only diffuse texture
    Last edited by sungoco; 05-16-2012 at 10:19 PM.

  2. #2
    MSgt. Shooter Person
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    Select all the normals (you want to smooth), and go to [Polygons Shelf] > Normals > Soften Edge/Harden Edge.

  3. #3
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    Quote Originally Posted by joshua.fontany View Post
    Select all the normals (you want to smooth), and go to [Polygons Shelf] > Normals > Soften Edge/Harden Edge.
    Thx.

    This operation is in maya or 3dmax or udk?

  4. #4
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    Maya specific. There is a similar function called "smoothing groups" in max (which basically does the same thing with pre-defined groups of verts/edges).

  5. #5
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    Quote Originally Posted by joshua.fontany View Post
    Maya specific. There is a similar function called "smoothing groups" in max (which basically does the same thing with pre-defined groups of verts/edges).
    Thx,
    But it does not work.

    I export my model with "axmesh".

    The result is smooth. So I think maybe it is not normal problem.

    Maybe axmain lost some information.

  6. #6
    Boomshot
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    When you import into UDK, make sure "use explicit normals" is turned on. I'm not 100 percent sure if that option pops up when using actorX though as its been over a year since I've used that.

  7. #7
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    Quote Originally Posted by JessieG View Post
    When you import into UDK, make sure "use explicit normals" is turned on. I'm not 100 percent sure if that option pops up when using actorX though as its been over a year since I've used that.
    There is no option named "use explicit normals" when I import .psk

  8. #8
    MSgt. Shooter Person
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    I found where the problem is.

    turn off "bake smooth groups" with "axoptions".

  9. #9
    MSgt. Shooter Person
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    as far as I know there is no need to use the actorX plugin any more......

  10. #10
    Palace Guard
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    Default

    Even though there isn't, my workflow is still faster with ActorX than FBX, there is still no way to properly separate animations so it becomes cumbersome.

  11. #11
    Prisoner 849
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    Quote Originally Posted by sungoco View Post
    Thx.

    This operation is in maya or 3dmax or udk?
    ITs in Maya. You might want to do that after skinning it to the joints.
    My Models...Obviously not the best


 

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