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FBX Export of mocap on Human IK Rig (Maya)
https://forum.ipisoft.com/viewtopic.php?f=13&t=5701
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Author:  rumbo [ Wed Dec 21, 2011 5:50 pm ]
Post subject:  FBX Export of mocap on Human IK Rig (Maya)

Hey guys,

I’m having a problem exporting an FBX file. I have a Human IK rig (skeleton and controllers) that has had mocap data transferred to the controls. Aux effectors have been used to pin the feet etc and generally clean up the movement. I now want to export the result as an FBX. I select the bones via “select -hi”, and then “Bake Simulation” to get the keys onto the bones themselves. I then export the mesh and bones as an FBX.

The problem appears once I import the new FBX file into Maya to check it. The skeleton has all of the motion on it, but the meshes are no longer weighted to the bones. The skeleton just moves away from the model which is left standing there in the pose at frame 1.
I have exported FBX files before with rigs I have created, and they export fine, but I suspect there is an issue with the Human IK rig generated by Maya for the purposes of retargeting mocap data.

I hope I have been clear here and can try to explain a bit more if I wasn’t. I would appreciate any help/suggestions you can offer.

Author:  mrbones [ Fri Dec 23, 2011 11:40 am ]
Post subject:  Re: FBX Export of mocap on Human IK Rig (Maya)

make sure hip or HIPS is always root...

I can help you if you send me your character as a FBX file or BVH for bones.

peaklevels@yahoo.com

Author:  rumbo [ Tue Dec 27, 2011 9:13 pm ]
Post subject:  Re: FBX Export of mocap on Human IK Rig (Maya)

Thanks for the reply Mr Bones. And sorry for the delayed response, Christmas and all that.

It would be great if you could look at my files. I will send over the Maya Binary file containing a test mocap clean up along with the FBX export result.
I'm quite new to ipisoft and mocap in general, but have managed to make it far enough where all I need to sort out is the export issues.

Email inbound.

Cheers

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