


NOTE Metropoly Ready-Rigged characters will soon be made available in FBX format to use with Anima 2 without needing conversion.And intimidating concepts for people looking to get into 3D character animation. Your file is exported to FBX format ready to use in Anima! Open the Animation > Bake Animation rollout and use the following settings.ġ0.Click Save. Select the Autodesk Media & Entertainment preset.ĩ. This name will also be used for the asset in Anima but it can be changed later if you prefer.Ĩ. Change the Filetype to FBX and enter a name for your file. NOTE Ensure that there no materials using Falloff maps, otherwise texture maps will not be exported and the mesh will be shown “fuchsia” inside ANIMA 2 viewport.ĥ. The final material setup should look like this. This is so that the 3ds Max and Cinema 4d plugins can detect and convert the materials for different renderers. Rename the sub-materials using the 5 following options:.We need to remove these by opening each sub-material and dragging the material in the Software Render Style slot to the Change Shader/Map Type button. You’ll notice that there are DirectX Shaders used in each material slot.You will see the character uses a Multi/Sub-object material with 5 slots. Open the Material Editor and pick the material off of the model.If there are versions available for different renderers, use the Standard materials as the others can cause problems exporting to FBX format. Open the Character you wish to use in Anima in 3ds Max.To do this you need to just open it in 3ds Max or Cinema 4d and export it to FBX format by following these simple steps (for 3ds Max): To work with Anima we need to convert it to FBX format. When you purchase a Metropoly Rigged character you have the option to download it in several different formats. Creating a compatible FBX from a Metropoly Rigged character
