The add-on can export PBR materials to 'FBX Standard Material', 'Unity Engine Compatible Material', and 'Unreal Engine Compatible Material'. The add-on can import PBR materials from 3ds Max and Maya, including '3ds Max Physical Material', '3ds Max PBR (Metal/Rough) simplified PBR material', '3ds Max Arnold Standard Surface Material', 'Maya Arnold Standard Surface Material', and 'Maya StingRay PBS Material'. Here is a simple cloth simulation in Blender 2.82, you can export the vertex animation as Maya(.mcx) format or 3ds Max(.pc2) format files You can also import Maya(.mcx) format or 3ds Max(.pc2) format vertex animation files into Blender. Here is one character in the Editor of Godot Engine v3.2, the exported character and animation work properly. Here is one character in the Editor of Unreal Engine 4 v4.22.3, the scene is the famous starter scene - 'Table, Glass And Chairs', note that Santa's eyes, mouth and face are driven by shape key animation, and his body is driven by armature deform animation. Here are three characters in the Editor of Unity 2018, note that Santa's eyes, mouth and face are driven by shape key animation, and his body is driven by armature deform animation. Here is an imported ancient Chinese soldier in Eevee Renderer of Blender 2.80 Release Candidate, you may notice that his spear has already been attached to the right hand bone automatically, and all bones orientations have been corrected automatically, while the armature deform animation remains not changed. Here is an imported robot warrior in Cycles Renderer of Blender 2.79b, you may notice that his shield and weapon have already been attached to proper bones automatically, and all bones orientations have been corrected automatically, while the armature deform animation remains not changed. To fix the issue, you need to copy the rotation value to the 'Pre-rotation' value for every bone between the IK chains, and reset the rotation value to zero, for Maya use the 'Pre-rotation' value to calculate the pole vector value.Īs 3ds Max can't export and import IK constraints at all, you can't import and export IK constraints for 3ds Max. To import the basic IK constraints into Maya, you need to insert at least one keyframe of any object, for Maya treats IK constraints as animation data, if there isn't any animation data, the IK constraints will be ignored.Īfter imported the basic IK constraints into Maya, you will find that the bones can't be driven by the effector correctly, this is caused by the wrong pole vector value. The add-on can import basic IK constraints from Maya correctly, but the exported IK constraints are not compatible with Maya. You can only use empty object as the target object, if you did not assign a target object, the add-on will create an empty object as the target object automatically. The add-on can export and import basic IK constraints since v4.1.10. Supports Unity Engine 2019, Unreal Engine 4 and Godot Engine v3.2.Supports concatenate multiple animations into single animation.Supports exporting multiple actions or multiple NLA tracks.Supports exporting to separate files in batch.Supports importing multiple files in batch.Supports exporting game engine friendly armature and 3d models.Supports importing Blender friendly armature and 3d models.Supports exporting retarget-able human armature from Rigify Auto-Rigging System.Supports exporting from any generic rigging system.Supports exporting vertex animation of Maya format(.mcx) and 3ds Max format(.pc2).Supports importing vertex animation of Maya format(.mc/.mcx) and 3ds Max format(.pc2).Supports generic node transform animation.Supports exporting non-linear animation.Supports exporting FBX smoothing groups.Supports exporting FBX, DAE, OBJ and DXF files.Supports importing FBX, DAE, OBJ, DXF and 3DS files.Supports N-Gons (Polygons consisting of more than 4 vertices).Supports Blender Renderer, Cycles Renderer, and Eevee Renderer.Supports importing PBR material from 3ds Max & Maya.Supports exporting PBR material to Unity Engine & Unreal Engine.