Recent Forum Posts
You've got mail! Sept. 21, 2021, 5:04 p.m.
Happens to the best!! Heads up, Chris, and to the whole team!!
Kine FX Character Output Problem Sept. 1, 2021, 10:29 a.m.
It is indeed bizarre that it doesn't work. I tried to import the exported fbx with the character import, and it has exact the same animation, but in windows viewer it is messed up. Did you report this to the support?
KineFX BlendShape Export Aug. 13, 2021, 2:27 a.m.
Hi Wijobu, is there any update about the "must select 1 of 2" problem?
The problem "must select 1 of 2" is solved. Not in the perfect way though, but it works in Unreal. So, when exporting different animation clips you should (for now) always use the workflow from this post [www.sidefx.com] hip file, basically creating the blendshapes as packed prims with the attributes. Hopefully this will be addressed in the next versions. I had asked to address just the exporting the animation with the rop_fbxanimatonoutput because for now it just exports the joint transforms with the skeleton but it doesn't save the animation data of the shapes weights, not that I was able to extract in the Unreal. So, I am using it in the same way, as in the hip file, if I have more clips, I just export the whole character with the rop_fbxcharacteroutput with the new animation in the third input, but when I am importing the asset in Unreal, I don't export the skin. That way you have your project still under control that you don't import a lot of meshes but just the animation data in Unreal. I am just writing this here if anyone stumbles on this forum like I did yesterday. The Sidefx took my request for the rop_fbxanimationoutput and hopefully this issue can also be addressed in some future builds.