RobBaer wrote: I found myself wondering if you had suggestions to make your normal workflow from MH to Max more efficient. Your feedback can help us understand where it hurts.
If you had to pick a realistic top-three that would improve your workflow , what would they be?
As a follow-on question, are there limitations to the .fbx export or .dae export from MH that make your life harder than it needs to be?
i'm actually struggling to find a good answer to these questions at least anything that falls short "make a full set of max plugins" which i understand is probably unrealistic. wishlist 1- makeclothes plugin for max. 2- if 1 isn't possible a mesh "refresh" in blender makeclothes (explained below) 3. .blend file of default rig with ik for faster posing
quick braindump:
A. export to max is fine. there is a lot of work to make the skeleton useable. it is probably possible to write a script to handle the re scaling of the bones and fix that issue and add ik something ill eventually get around to researching
B. i do posing in blender and is not a big deal but i don't know how to set up ik in blender so posing takes much longer than i want it to. if someone made a .blend file of the default character (male and female versions also?) and set up ik and shared that, that would be AMAZING!
C. targets are pretty straight forward i use the maketarget.exe
D. short of making a makeclothes/max plugin being able to refresh that obj in makeclothes would save alot of time. hair,clothes and topologies are really difficult. i have to do the work in max, export obj, import to blender go through the process which isn't too bad but it usually requires two maybe ten attempts to get the model tweaked and working the way i want it which you can't test accept to actually see it working in MH. so you wind up going max->blender->MH -> evaluate-> go back to max for edits->blender->MH rinse and repeat. and i don't know how to make that process better/easier. maybe being able to update the obj in blender after the make clothes process is complete. for example i set up my base mesh and clothes, assign textures, create vertex groups, export, test. make edits to vert positions or uv in max export obj and in blender just replace/update the obj mesh while maintaining the textures and vertgroups. it could be problematic if you added or removed verts but as long as vertex names stay the same it seems like it should be "doable"
i will contemplate this a bit and im sure ill be back with other suggestions