

dae file back into Blender reveals nothing obviously wrong. I played around with rotation and normals and I managed to recreate the messed up and distorted issue from earlier, where it takes up most of the right side of the "room". So going back to this, so while exporting my mesh via Jorodox, and then importing it into Maya with the other Paradox Maya Mesh Exporter/Importer, and then reexporting it with some adjustments "works" ideally I'd like a 100% blender workflow assuming the issues are related to some mistake I made in Blender. This is just the start but now I have a workthrough figured out for animated portraits. cae file into Maya using the other Maya Exporter/Importer rebind the skeleton, inspect/double check my textures, flip the uvs/normals and then reexport it and it works! Using PdxMeshPortrait in Jorodox seems to have fixed the weight highlighting issues from earlier. Begs the question as to what I did to originally so that it showed up originally but who knows at this point. I think somehow my mesh from Blender using Jorodox just ends up with backwards UVs (or backwards normals) hence why it wasn't showing up. dae into blender shows no change, my suspicion might be something weird with the bones or something else?Įdit: No idea what I did but now nothing is showing at all.Įdit: YAY!!!! I think I figured it out. Putting in PdxMeshPortrait got rid of some weird highlighting, my image is still distorted but at least I can now make it out, which I suppose it progress, importing the.
