FBX from Maya to Quill with vertex colors
Hi, I'd like to export objects from Maya to Quill in FBX with vertex colors. I can successfully do it the other way around. I even tried this: export object from Quill it has vertex colors: I can see it in Quill after importing it back and also in Maya I import it in Maya then export it out fbx from Maya also has vertex colors 'cause I can see it in Maya after importing it back. But it shows no colors when importing it in Quill. The whole object is just red. And everything I export from Maya is just red in Quill. Even a simple cube without vertex colors. Comparing the two FBX files (one exported from Quill and the one from Maya) I see that Quill uses FBX version 2017.0 while Maya using 2017.1. Could this be the problem? Any ideas? Ohhh. Using Maya 2017 UPDATE 4. Thanks, hollov1.7KViews0likes0CommentsOptimizing Unity Showroom or .fbx 3D Models
I'm trying to build a showroom for my .fbx 3D models with Unity. My problem is that my files are way too big. I have almost no problem putting 18x 10MB 3D Files into my VR-Room but with 2x 50MB Files it gets shaky and laggy. Furthermore I have models which are 250MB big. I already changed the Quality and Texture Compression (ASTC) in Unity. The models are built with "Autodesk Inventor" and rendered with "Keyshot". My questions: - Are there more settings in Unity which could help me optimizing my Application? (I'm no Unity expert so I dont know the settings in detail) - Are there better options to build my 3D Models? - Which size/polygon count would be optimal for many 3D models in one room? - Any other tips? Thank you very much in advance! Edit: Would it be possible to stream the app from my PC to the oculus quest?2.1KViews0likes3CommentsOptimizing Unity Showroom or .fbx 3D Models
I'm trying to build a showroom for my .fbx 3D models with Unity. My problem is that my files are way too big. I have almost no problem putting 18x 10MB 3D Files into my VR-Room but with 2x 50MB Files it gets shaky and laggy. Furthermore I have models which are 250MB big. I already changed the Quality and Texture Compression (ASTC) in Unity. The models are built with "Autodesk Inventor" and rendered with "Keyshot". My questions: - Are there more settings in Unity which could help me optimizing my Application? (I'm no Unity expert so I dont know the settings in detail) - Are there better options to build my 3D Models? - Which size/polygon count would be optimal for many 3D models in one room? - Would it be possible to stream the app from my PC to the oculus quest? - Any other tips? Thank you very much in advance!509Views0likes0CommentsHow to Open Quill FBX exports in Maya
Hi, guys, I wanted to share my simple solution for importing paintings made in Quill and AnimVR into Maya so that the colors appear properly. It's been hard getting information on this so hopefully, this helps people who are having issues. This should work in Maya2015 onward. 1) First off, import the FBX/Alembic file into Maya. 2) Download this shader: https://www.dropbox.com/s/7tjkq8x2r150yr7/vertexColor_shaderfx.ma?dl=0 3) Import the shader into your hypershade 4) Right click your mesh and assign the shader as a material. 5) Now turn on your textures in the viewport and you should be all set. If you find the colors are looking too pale turn off the color management button in the viewport. If your Quill scene uses transparency then you can enable alpha in the hypershade settings for the material. If you get visual errors you need to turn on depth-peeling in the transparency settings in the viewport 2.0 options. Good luck!3.6KViews0likes5CommentsSOLVED: Quill FBX to Unity3D
Well? I can import the Quill fbx into Unity but I wonder if there is a SHADER that will work with it? Much like the tiltBrush shaders that were erased in the toolkit. Unfortunately they don't work with Quill fbx's Is the only other way to go through Maya / Blender? Thanks ~be2.5KViews0likes3Comments