Using aniMate"MDD"files from 64& 32 Bit Daz studio
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Hi I Just thought I would post this warning
for any user who is now, or is planning to use the Daz
aniMate MDD out feature to render animated Object
figure files in other CG programs that support MDD files. (MODO,Max ,C4D etc)
If You Export your obj file from the 32 Bit version
of DS but bake out the MDD file from the 64 bit version
your object will explode in the receiving Application when you load the MDD Data.
(and likely vice versa)
Now ..Why would anyone be using the 32 bit version
with its limited access to RAM anyway??
Well AFAIK Daz still has not updated its lipsych plugin
for 64 Bit ,thus we animators, needing speaking Characters,
Must launch the 32 bit version to create lipsynch from audio files.
So just a reminder, DO NOT Mix MDD data and object
file from the 32& 64 bit version stay with one or the other.
Happy animating!!
Comments
What do you mean by explode? Scaling, or wrong vertex order?
Hi Richard I am using an MDD import plugin in Maxon Cinema4D that is very feature rich for handling obj files& materials of all sorts.
I do not get the "incorrect point/vertex count", message
,as Would surely happen, if I had somehow changed the model in DAZ Studio ( Different hair,Boots etc.)
In C4D The Model just stretches/Distorts into a "blob"
I repeated the event several times and everytime I mixed a 64 bit exported MDD file with its 32 bit exported
matching Static obj file in C4D the problem happened.
I can literally go into the Load field of my MDD handler in C4D, and switch to a different MDD file labled
"32 Bit" , and the model snaps back to its proper shape with point level animation intact.
Could you report this as a bug please http://www.daz3d.com/help/help-contact-us