August 02, 2016, 03:32:53 pm
We have an old quest3d license, could we build assets via quest for example (theoretical speaking)?
Sorry, but that's not possible.
Obviously deforming meshes do work in Lumion, but I take it these are .x files or something similar.
The animated people in the Lumion Model Libray
use vertex and bone animations but the conversion procedure is very arcane/error-prone and requires several in-house custom tools that are not available to the public, so that's not an option.
So importing geo and animation, do all objects move in worldspace, so all animation should be baked out?
We can't import a rollercoaster cart animation and parent and object to it in the FBX file? Like does everything needs keyframes in world space? Or does the FBX container keep the relation working?
You can test your animations by importing FBX files in Lumion Demo
5.3 (although that version is 1 1/2 years old). There are instructions on how to export FBX animations in the 3DS Max export guidelines post
(near the bottom). If you're exporting a complex animation and it's not working as expected in Lumion, just turn on Bake animation
in the FBX exporter settings and re-import the FBX file again. However, this is rarely needed.
Let us know how you get on.