i have created a composition of different fbx animations which i'd like to export as a single fbx. So when using fbx character import i could get all my characters at once.
i have renamed the hierarchies and the bone capture attributes and it works in Houdini with a single bone deform, but when i use the fbx character export i get warning that some joints do not exist in the input fbx and when i re-import nothing moves
Merge fbx animations to one fbx
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- papsphilip
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- willh
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- willh
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- papsphilip
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sorry about that, forgot to attach it!
i have saved everything as a bgeo this time just to have exactly the same situation inside the hip file as i had.
(tried to save out the motionclip as you suggested but run into some problems so i just did the sequence to avoid troubleshooting that as well)
inside the rar is the scene file, geo, skeletons, animation
i have saved everything as a bgeo this time just to have exactly the same situation inside the hip file as i had.
(tried to save out the motionclip as you suggested but run into some problems so i just did the sequence to avoid troubleshooting that as well)
inside the rar is the scene file, geo, skeletons, animation
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- tachbek
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Sorry, in my laptop this project crash when I render fbx ROP (only HD Graphics 3000, who knows understands. Maybe the problem is elsewhere), and I can't verify my solution.
When you save combined fbx animation to gltf, you can see an error "~more than one root joint".
Some reparenting with "Parent Joints" SOP helps. In your hierarchy 4 different root joints.
Maybe problem is similar, just error catching in nodes realized differently.
And friendly reminder, use zip instead of rar packing
When you save combined fbx animation to gltf, you can see an error "~more than one root joint".
Some reparenting with "Parent Joints" SOP helps. In your hierarchy 4 different root joints.
Maybe problem is similar, just error catching in nodes realized differently.
And friendly reminder, use zip instead of rar packing
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- willh
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Hey, I had a look.
It looks like you have some important joints missing for the export on the animation side, so what I have done is use a skeleton blend node to blend the rest position into the animated position. Now You can use a simple rop fbx character export node
I also added a motion clip setup in there to save your animation. Bgeo is good, but for animation motion clip is better
It looks like you have some important joints missing for the export on the animation side, so what I have done is use a skeleton blend node to blend the rest position into the animated position. Now You can use a simple rop fbx character export node

I also added a motion clip setup in there to save your animation. Bgeo is good, but for animation motion clip is better
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- papsphilip
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willh
Hey, I had a look.
It looks like you have some important joints missing for the export on the animation side, so what I have done is use a skeleton blend node to blend the rest position into the animated position. Now You can use a simple rop fbx character export node
I also added a motion clip setup in there to save your animation. Bgeo is good, but for animation motion clip is better
thank you for the fix!! loved the OCD comment.
in my original scene it was weird that the bone deform worked but exporting didn't :/
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