Kine FX Character Output Problem

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Help me, please!

The result of exporting a character animation is not correct.

When I use bone deform in Houdini to check the animation, there is no problem.
However, when I export using ROP FBX Character Output and check the result with other tools (Blender, Windows 3D Viewer), the result is wrong.

I have no idea what I'm doing wrong...

(I have attached the hip file.)

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Houdini (bone deform)


Blender


Windows 3D Viewer
Edited by tsuno - Aug. 31, 2021 06:39:56

Attachments:
1.PNG (318.7 KB)
2.PNG (62.0 KB)
3.PNG (105.1 KB)
box_character.hiplc (239.3 KB)

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It is indeed bizarre that it doesn't work. I tried to import the exported fbx with the character import, and it has exact the same animation, but in windows viewer it is messed up. Did you report this to the support?
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Thanks for the reply.
I haven't reported it to support yet.
I'm trying, but it still doesn't work!

If it doesn't work for a while, I'll report it to support.
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Apparently it's the mirrored part that are wrong
should be something like negative scale
the best would be to use a rig doctor before you do the animation
with initialize transform
but if you just change the mirror operation to be by rotation instead of by scale
it's allready working in windows viewer ;
Edited by Benjamin Lemoine - Sept. 2, 2021 07:19:27

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Thank you so much!
It worked.

It doesn't work if the "Clip Range" of Fbx Character Output is "Render Current Frame", but it works if it's "Render Frame Range".
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