Before importing your 3D model in Harmony, you must export it in a format supported by Harmony. Currently Harmony only supports polygonal geometry and FK bone rigs. The following steps will explain how to export a 3D object in Filmbox (.fbx) or Alembic (.abc) format from Autodesk Maya. Depending on the software and version you are using as well as the file type you wish to export, the instructions may vary. Please refer to the documentation of your 3D authoring software as needed.
Before exporting you need to:
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Remove Constraints
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Remove/convert Nurbs geometry
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Remove Curves
For more information see: RenderMayaBatch Node.
Important FBX Export Settings
When exporting the FBX file from Autodesk Maya it is best to use “Export Selection…” so that only the elements Harmony needs are exported.
The default FBX export settings work well with Harmony and don’t generally need to be changed. However the following settings are needed for the exported asset to function properly in Harmony.
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Reference Options > Preserve references is unchecked
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Include Options > Include texture info is checked
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Deformed Models > Deformed Models is checked
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Deformed Models > Skins is checked
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Embed Media > Embed Media is checked
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Advanced Options > Units > Scale Factor > Automatic is checked
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Axis Conversion > Up Axis is set to Y
If the asset has animation, it can be included by checking Animation > Animation in the FBX export settings.
- In Autodesk Maya, create your 3D object. Make sure your 3D object is ready for rendering by properly creating its textures and setting up the lights in the stage. Harmony will use the original Maya project to create the final renders.
The animation done on the 3D object in Harmony will be applied to the Maya project when rendering. To avoid moving the object out of its light source, it is recommended to make the light source a child of the 3D object, so that the light moves along with it. In Maya, you can make a layer a child of another layer by middle-clicking it and dragging it over the intended parent.
- Save your Maya binary file *.mb as you will use it later on.
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From the top menu, select File > Export All.
The Export All dialog box opens.
- In the Files of type drop-down, select FBX Export.
- In the Animation section of the Options panel, check the Animation checkbox if you want the subnode animations to be included in the model.
- In the Embed Media section of the Options panel, check the Embed Media checkbox. This will export textures with the model.
- In the FBX File Format section of the Options panel:
- Set the Type option to Binary.
- Set the Version option to FBX 2014/2015.
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Click on Export All.
An .fbx file will be created in the selected location.
- In Autodesk Maya, create your 3D object. Make sure your 3D object is ready for rendering by properly creating its textures and setting up the lights in the stage. Harmony will use the original Maya project to create the final renders.
The animation done on the 3D object in Harmony will be applied to the Maya project when rendering. To avoid moving the object out of its light source, it is recommended to make the light source a child of the 3D object, so that the light moves along with it. In Maya, you can make a layer a child of another layer by middle-clicking it and dragging it over the intended parent.
- Save your Maya binary file *.mb as you will use it later on.
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From the top menu, select Cache > Alembic Cache > Export All to Alembic.
The Export All dialog box opens.
- In the Cache time range dialog box, select the range of frames that you want to export in the Alembic (.abc) file:
- Current frame: Exports only the current frame.
- Render settings: Exports the frame range specified in the Render Settings dialog.
- Time Slider: Exports the frame range covered by the time slider.
- Start/End: Exports the frame range specified in the Start/End fields below.
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If you want to import the vertex colours of your 3D model into Harmony, scroll down to and expand the Advanced Options section, then check the Write Color Sets option.
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Click on Export All.
An .abc file will be created in the selected location.
Exporting Bones
Bones in Autodesk Maya and Harmony are displayed differently. Maya represents bones by their joint positions and will always visually connect parent-joints to children-joints. Harmony visualizes the actual underlying bone and its transformation and orientation. If the orientation is not set correctly in Autodesk Maya, the bones may appear to point in unexpected directions in Harmony.
To avoid this it is best to have a consistent axis always pointing to the children-joints.
This will only affect how bones are displayed. Regardless of the direction a bone is pointing in Harmony, the actual transformation of the joint will still be correct between Maya and Harmony. It is just easier to animate bones in Harmony when they are displayed in a consistent way.
It is also important to make sure each bone has a unique name. It doesn’t matter if they are in different locations in the outliner. If multiple bones have the same names, they will not function properly in Harmony.
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