KeyShot Forum

Technical discussions => Animation => Topic started by: kayvan on July 31, 2018, 04:35:39 PM

Title: Problem with Deformable mesh import
Post by: kayvan on July 31, 2018, 04:35:39 PM
Hi all,

I am trying to import an animation from 3Dmax and combine it with another animation in Keyshot.
The file (Alembic .ABC)  gets imported and plays in the animation window but it is all one piece. I am unable to assign different material to different parts of the model. Any ideas how I can fix this?
Title: Re: Problem with Deformable mesh import
Post by: kayvan on August 01, 2018, 02:22:12 PM
Anyone?
Title: Re: Problem with Deformable mesh import
Post by: Eric Summers on August 01, 2018, 02:47:11 PM
Right click on the part you want to separate in the real time view choose Unlink Material.
Title: Re: Problem with Deformable mesh import
Post by: kayvan on August 02, 2018, 11:31:34 AM
Thanks Eric but I already tried that and it did not work.

I also tried another route as shown in this video.
https://www.youtube.com/watch?v=yei0huI2ck8

Exported the animation from Max using the Keyshot plugin into frame by frame bip files. I could not make that work either. In the video there is a script that is loaded, anyone know how I can get my hands on that script?
Title: Re: Problem with Deformable mesh import
Post by: Eric Summers on August 03, 2018, 10:34:37 AM
Hmm... if I remember correctly, there are two options for saving an .abc file from Max; which are you using? I know I had some troubles when my coworker exported using one of them.

I'm not sure if this would have any bearing on anything, but are you importing the .abc file into a new scene or an existing one?
Title: Re: Problem with Deformable mesh import
Post by: kayvan on August 03, 2018, 02:38:55 PM
I am saving it as an Alembic file and I choose the Ogawa from the drop down. And I am trying to import it as a new scene. It comes into Keyshot and the animation plays but the model is one piece. The entire character is represented with a single entry in the scene panel .
Title: Re: Problem with Deformable mesh import
Post by: Eric Summers on August 06, 2018, 12:17:59 PM
Those are the settings we used. This sounds like it might have something to do with Max if you only have one entity in the scene tree. Are you working with one body or multiple bodies? If it's one body, change the color of the triangles in Max that you want to apply different materials to. For multiple bodies you could do the same thing or use Split Separate Objects in the KS Edit Geometry command.
Title: Re: Problem with Deformable mesh import
Post by: kayvan on September 26, 2018, 02:12:35 PM
Thanks Eric. We separated the bodies in Max and re-attached them to the skeleton and it worked :)