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PostPosted: Fri Sep 23, 2011 1:40 am 

Joined: Wed Apr 08, 2009 9:23 am
Posts: 301
Location: White Lake Mi USA
WHen I export an FBX it add Colons and an extranames to the bones naming convention.

In Addition we have discovered Extra Bones that cross across the characters chests and arms.

This is visible in both Blender and and Ultimate Unwrap and iPi Its self

TO Correct this do we ?????

A. Rename the joints Manually or on the rigg?

Or B. Do we delete the extra bones visible like we have.

Now we have fixed it and imported it as an FBX into iPi Again, Where previously we were using the DAE for target character.

Now we have the FBX character with Fixed Bones.

Please see pictures here

(note these 2 have the EXTRA crosbones.in Blender ad iPi Shown.)

http://www.truebones.com/image/image1.jpg

http://www.truebones.com/image/image2.png

And this the picture of the Fixed FBX (deleted weird bones) imported into iPI...

http://www.truebones.com/image/image3.jpg

Dont get me wrong, iPi Does a great job of putting animation the imported target characters.

But are they supposed to have the weird names and these weird bones on export or is this defiantly a bug?


Last edited by mrbones on Tue Sep 27, 2011 1:23 pm, edited 1 time in total.

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PostPosted: Fri Sep 23, 2011 4:28 am 

Joined: Wed Apr 08, 2009 9:23 am
Posts: 301
Location: White Lake Mi USA
We can confirm the Bug.

To correct we have deleted the EXtra Bones in ultimate Unwrap or Blender.

Saved that as an FBX, for import target character into iPiSoft.

Once Exported FBX to Unity Asset Folder. It now works ok in Unity without having to bake animations from DAZ with BVH files.

Also the node names are now correct in Unity Heirarchy you can see this in the animation editor as well.

Pretty happy with results, WIll report back...


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PostPosted: Fri Sep 23, 2011 7:28 am 

Joined: Sun Aug 28, 2011 3:01 pm
Posts: 16
Hi Mr Bones,

Congrats in getting the FBX import to work. Can you show the full naming of each bone you used please?


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PostPosted: Fri Sep 23, 2011 4:32 pm 

Joined: Wed Apr 08, 2009 9:23 am
Posts: 301
Location: White Lake Mi USA
Is Shown,

To avoid catastrophic failures ,We need attention on this problem, please.


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PostPosted: Sat Sep 24, 2011 4:02 am 

Joined: Sun Aug 28, 2011 3:01 pm
Posts: 16
you have, but not all of the parts.

Please if you could, it would help alot of others.


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PostPosted: Sat Sep 24, 2011 4:38 am 

Joined: Wed Apr 08, 2009 9:23 am
Posts: 301
Location: White Lake Mi USA
Ok Sorry,

I cannot confirm, but I think it may have been Daz's export issue instead.

It still may be iPis fault, But Ive tested 3 other ways.

Mixamos evolvers and even animeeples all worked in untiy as fbx animations no problem.

So I have downloaded Daz3 and I will export the target characters myself in dae and fbx format.

I may have made a mistake by saying that its just iPis fault, but I will keep you posted.

Thanks and Cheers


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PostPosted: Sat Sep 24, 2011 10:10 am 

Joined: Sun Aug 28, 2011 3:01 pm
Posts: 16
this is what i was after, a handy list of body part names.

http://www.philc.net/OBJ2CR2_page2.php

hope it helps peps


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PostPosted: Sat Sep 24, 2011 12:28 pm 

Joined: Wed Apr 08, 2009 9:23 am
Posts: 301
Location: White Lake Mi USA
Hi P,

Yes that is helpful.

I will try to find the names for you.

But now I am confused by problem, so I didnt want to get distracted.

Do you want the list of names before or after?

Cheers

woodpigeon wrote:
this is what i was after, a handy list of body part names.

http://www.philc.net/OBJ2CR2_page2.php

hope it helps peps


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PostPosted: Sat Sep 24, 2011 5:44 pm 

Joined: Wed Apr 08, 2009 9:23 am
Posts: 301
Location: White Lake Mi USA
Sorry folks, False Alarm, I think this was after all a daz export problem.

Ill keep ya posted.


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PostPosted: Sun Sep 25, 2011 3:53 am 

Joined: Sun Aug 28, 2011 3:01 pm
Posts: 16
Thats ok Mrbones, We're all in this together :D

Yea before and after would be great, thanks!


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