31
Technical forum / Re: character creation in blender
« on: May 10, 2007, 08:56:40 AM »
Speaking of pure modelling with Blender, it *does* work great using the Wavefront (.obj) exporter to transfer a mesh to 3dsmax.
This format *should* also work for the textured materials and uv-mapping (not tested).
It *definitely is not* capable of exporting bones/armatures and animations though. I tried a lot and none of the existing exporters was able to save my animated and rigged character successfully into any format that 3dsmax or other software could read without the loss of something.
So actually I only used Blender as pure mesh modeller for my character - and everything else had to happen in 3dsmax then.
This format *should* also work for the textured materials and uv-mapping (not tested).
It *definitely is not* capable of exporting bones/armatures and animations though. I tried a lot and none of the existing exporters was able to save my animated and rigged character successfully into any format that 3dsmax or other software could read without the loss of something.
So actually I only used Blender as pure mesh modeller for my character - and everything else had to happen in 3dsmax then.