KineFX Export to FBX

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I'm having trouble exporting animated characters from KineFX using the provided ROP tools. I have a bonedeform SOP, but it seems to be reading from the source, rather than baking it into the joints themselves. Which node is the one I need to do this? Thanks. Great tools so far!
Edited by ctedin - 2020年10月20日 15:29:42

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KineFX_BoneDeform.jpg (25.9 KB)

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You want to use ROP FBX Character Output *alongside* Bone Deform. So something along these lines:

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Sweet. Thanks! It worked perfectly. This is going to be a solid tool, for sure.
Edited by ctedin - 2020年10月21日 11:48:04
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I get a crash with my scene. Any clues?

Shaun.

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footLocking-export.rar (814.2 KB)
Crashing.JPG (181.1 KB)

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The issue is that the (first) reverse foot node is creating extra marker joints for the downstream nodes but then when the exporter tries to export them, it wasn't handling the extra joints (that don't exist in the input FBX file). I think that in general, it should be creating the new joints in the output file. Please log a bug.

In this particular case though, I don't think we don't really want to export these anyways because they're only necessary until “reversefoot_solve1”. So we can workaround the crash by disabling “Keep Markers” on “reversefoot_solve1”.
Edited by edward - 2020年10月22日 16:29:40
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