Thanks Jean-Sebastien
Appreciate your time. I will test this method out. It is a shame Ronnie’s 3ds plus plugin cannot be updated for more recent version of Realsoft (think it worked up to v5) as it converted SDS and analytical if my memory served me correctly and required no baking UV’s. So we know it’s possible, just not been looked at seriously enough I believe. Thanks again and I’ll report my results. Regards Jason From: [email protected] [mailto:[email protected]] On Behalf Of Jean-Sebastien Perron Sent: Saturday, June 05, 2010 1:34 PM To: [email protected] Subject: Re: Realsoft model exporting 1-Convert everything to subdivision (if needed, refine the mesh a little before exporting ("Smooth" button), because crease/point tension won't export) 2-Then burn the UV to the vertex of the mesh. 3-Export to .obj (I recommend only a single object per file : every object that require a different material or texture should be exported separately) 4-Everything else won't export correctly, so don't bother trying. The best file format for now is the .obj : the format is in plain text so it's easy to read and debug. You will try many options to succeed, but once you find the magic recipe (work flow) it will go faster. Good luck! Jean-Sebastien Perron www.NeuroWorld.ws On 10-06-05 07:16 AM, Jason Saunders wrote: Hi everyone, Just wondering if anyone has ever found a working solution for exporting Realsoft models with textures into other 3D software effectively? i.e. May be exported as 3ds or OBJ and imported into other 3D apps with textures already assigned? I know Ronnie’s 3ds plus plug-in used to work with texture export and some basic vsl shader properties, but it needs porting for v7 and I have not persuaded Juha or Vesa to embrace this one. This is a shame as it is the closest we have ever got. FBX in v7 is no more use than the other export options, as no material export is supported. If anyone has a good solution for exporting models with basic shader and texture export, it would be good to know and share with everyone if possible. Many thanks and all the best, Jason
