Reset joints imported FBX character

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I imported and animated FBX rig from TurboSquid with the "fbx_characterimport" SOP, but the rig is not at the default pose at frame 0.

In XSI I could just select the enveloped objects and use "reset actor" to reset all the bones to the rotation used for enveloping.

But when I use "reset all transformations to default" in the Apex "rigpose" SOP, it seems to simply resets all rotations to zero without taking the rigpose into account which is the actual default pose.

Does anyone know if there is a way to actually reset all the joints to the pose that was used for enveloping the character ?
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FBX Character Import SOP will return the capture pose from second output

But as it may not match the animation skeleton 1:1 (in case not all joints contribute to weights) its safer to just copy its transforms to the animation skeleton (eg. Skeleton Blend) to get the rest pose
Edited by tamte - April 19, 2025 18:06:17
Tomas Slancik
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Framestore, NY
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Of course, brilliant.

Gracias !!
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