Hello you wonderful people!
I am having issues with getting my skinning data to transfer properly(it is not showing up at all) to Maya/Motionbuilder. It feels like I have tried everything, so I am just going to drop the hip file and hope a kind soul have time to take a peek!
Thanks for any help!
Best regards
//Morgan
FBX Export Skin weights, skinning to Maya/MotionBuilder
6210 4 2- MorganNilsson
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- MorganNilsson
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- MorganNilsson
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So, I figured the problem out to be because it is a humanik rig that is imported. If I create the bones in houdini and skin(capture) them, there is absolutely no problem at all to export it.
Do anyone know of a fix of this issue or do I really have to create a new rig and skin it for it to work?
I mean… it works perfectly fine in Houdini, just the export that causes problems.
Do anyone know of a fix of this issue or do I really have to create a new rig and skin it for it to work?
I mean… it works perfectly fine in Houdini, just the export that causes problems.
- Guillaume
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Ok, so I had a look at your scene the export doesn't work because some of the bones contributing to boneCapture are detected by the exporter as dummy bones.
Here's something I found in the exporter code.
// A bone is a dummy bone if:
// 1) It is a child of a null node
// 2) It has no children
// 3) It has a look-at node
// 4) Its look-at node is a null node which is a child of its parent null-node.
// 5) Its length is an expression.
The dummy bones are usually coming from an FBX file. If you import an fbx from Maya you'll get a null and a bone per maya joint.
I think what you have to do is make sure you do the houdini capture/deform by using the cregions on the nulls rather than on the dummy bones.
Here's something I found in the exporter code.
// A bone is a dummy bone if:
// 1) It is a child of a null node
// 2) It has no children
// 3) It has a look-at node
// 4) Its look-at node is a null node which is a child of its parent null-node.
// 5) Its length is an expression.
The dummy bones are usually coming from an FBX file. If you import an fbx from Maya you'll get a null and a bone per maya joint.
I think what you have to do is make sure you do the houdini capture/deform by using the cregions on the nulls rather than on the dummy bones.
- MorganNilsson
- Member
- 45 posts
- Joined: Feb. 2014
- Offline
Guillaume
Ok, so I had a look at your scene the export doesn't work because some of the bones contributing to boneCapture are detected by the exporter as dummy bones.
Here's something I found in the exporter code.
// A bone is a dummy bone if:
// 1) It is a child of a null node
// 2) It has no children
// 3) It has a look-at node
// 4) Its look-at node is a null node which is a child of its parent null-node.
// 5) Its length is an expression.
The dummy bones are usually coming from an FBX file. If you import an fbx from Maya you'll get a null and a bone per maya joint.
I think what you have to do is make sure you do the houdini capture/deform by using the cregions on the nulls rather than on the dummy bones.
Ohh, I tried the reverse of that, removing the cregions on the nulls, not on the bones.
Thanks a lot for the help, appreciate it tons!
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