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FBX IMPORT Feb. 8, 2008, 6:12 a.m.

I will have to try, but one more question when i export the channels over to another rig, how do i specify to export to every joint in the root hierarchy ?
Also when fetching how do i fetch every joint in the root, like * for all joints?
Here is another thing, my hierarchy is constructed with joints and nulls, which is strange to me, as a user of maya, well the nulls have the rotation keyframes and the joints have lookat attributes pointing to nulls, like constraint system.
Any examples would really help me out!

FBX IMPORT Feb. 8, 2008, 5:19 a.m.

Hi first of all thanks for your reply!
I am not that good with chops to be able to do what you have mentioned, is there any way you can clarify what you have stated, like how do i import the channel animation?
I'd like to clarify what i have in my scene, what i usually do in Maya i have simple skeleton with proper naming, in MotionBuilder i export animation to fbx, then in Maya i am merging animation that way so it overrides my skeleton transformation and i get animated skeleton, so it doesn't matter what animation curves i import it will only use the skeleton i have in my scene.
In Houdini i have tried merging animation, in stead it created another node with joints!

FBX IMPORT Feb. 7, 2008, 10:19 a.m.

Exactly that's what i am trying to find out!