Kinefx - Bind packed primitives from RBD sim. Export to fbx.

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Hi.

Maybe somebody had similiar situation. I have simple RBD simulation and I don't know how to bind each bones
to specific animated from sim rbd packed primitive. I have no idea how to deal with this.

I tried by capturepackedgeo and don't know why this don't work. Also have problem with transfer rotation, scale from RBD sim to bones.

If someone have a solution I will be gratefull.
Edited by TheCrisis - 2021年7月2日 11:08:59

Attachments:
debug_KinefxRBD.hiplc (658.3 KB)

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I've added new version of scene. Still have problem with importing this skeleton to unreal.
Bone position are a little bit wrong. Normals too.
Edited by TheCrisis - 2021年7月3日 06:05:57

Attachments:
Debug_RBDSim_Skeleton.jpg (128.8 KB)
Debug_RBDSim_Skeleton_normals.jpg (63.8 KB)

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I don't know where to start. Maybe someone have good tutorial about transfering transforms from packed point
to bones?

I see that I can extract some information from paked objects by primintrinic function but how, I don't have an idea.
Edited by TheCrisis - 2021年7月3日 08:21:40
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Hey there! Did you ever find a solution to this?

I'm looking into a similar issue and what I've found is that I could get the scale and rotation by using a Rig Doctor Node and checking the box for "Initialize Transforms" and "Convert Instance Attributes" - this captures most of the motion but I still get a strange pop on the first frame
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