Hey,
I have been trying to create groups from FBX subnet, which can be accessed after the crowd simulation done. So I can apply different base colors through Material Style sheet and I am also curious to know if I can export different groups of object to other 3D packages if I have to render it there.
what I want to do is, I want to create primitive groups which can be accessed after unpacking the agent SOP. So I can access that data for further process.
I somehow manage to make the groups based on the shaders applied to particular objects, but some of the shaders were not included in the groups, I would like to have a proper work around for this.
Or is there any particular method to make groups during exporting the fbx from maya ?
Thank you All.