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| Transferring FBX into Maya *Confused about workflow* https://forum.ipisoft.com/viewtopic.php?f=13&t=5797 |
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| Author: | Fabutan [ Wed Feb 01, 2012 10:04 am ] |
| Post subject: | Transferring FBX into Maya *Confused about workflow* |
I have been trying to follow the tutorials and assess whether or not this software works well with our current workflow, So far I have tracked about 30 frames of animation, frame 600 to 630 lets say, I have imported an FBX file of an evolver character with joints and mesh I associated all of the joints correctly, the character is matching the motion capture very well Now I am a bit stumped, if I export an FBX file into a blank Maya scene, It imports the geometry and the skeleton, however the geometry seems to be invisible, and the skeleton is collapsed with every joint being at 0 translation. The joints do have their keyframes still, so the animation exists, I'm just curious as to how I am supposed to use this data now? Did I miss a step, is there a tutorial that might help me out? Any advice is welcome thanks. |
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| Author: | Fabutan [ Wed Feb 01, 2012 2:07 pm ] |
| Post subject: | Re: Transferring FBX into Maya *Confused about workflow* |
Maybe I should clarify, basically, I want to export the animation applied to my character in IPStudio and import it into maya, are there any steps in the middle? I am using maya 2011 in case that matters. |
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| Author: | RebelHill [ Thu Feb 02, 2012 5:47 am ] |
| Post subject: | Re: Transferring FBX into Maya *Confused about workflow* |
Ur best bet will be just export the skeletal animation from ipi as bvh, and then use it with HIK in maya directly for retargeting onto your own skinned characters. |
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| Author: | Fabutan [ Thu Feb 02, 2012 7:46 am ] |
| Post subject: | Re: Transferring FBX into Maya *Confused about workflow* |
Thanks for the advice, now I haven't ever used human IK before, all of my characters have rigs I built manually, Are there any other retargeting tools that don't require HIK's specific controller set-up to use? Or am I going to have to rebuild the skeleton of my character using HIK |
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| Author: | Fabutan [ Thu Feb 02, 2012 11:28 am ] |
| Post subject: | Re: Transferring FBX into Maya *Confused about workflow* |
Okay solved the problems For anyone else having this issue: The character file needed to be changed to centimetre scale in the preferences before building the Human IK Rig as apparently Human IK works in cm. I also had to re-export motion capture data With T-pose in first frame (Actually frame 0) which is a setting in the export panel, then re target on frame 0 in order for the joints to have proper orientation, now everything works like a charm, very excited to keep using this product! |
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