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Full Version: Kinefx - Bind packed primitives from RBD sim. Export to fbx.
Root » Technical Discussion » Kinefx - Bind packed primitives from RBD sim. Export to fbx.
TheCrisis
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.
TheCrisis
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.
TheCrisis
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.
Turner Sinopoli
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
Jafari
hello, I saw your post and figured it out. May help you although it is 3yrs after.
Image Not Found

remain @orient attribute
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add a 3 matrix

done
PeterLee-StudioSai
Jafari, you are my hero!
I don't know how to express my appreciation about your hip file.
Thank you so much!
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