sirogi Posted May 21, 2019 Share Posted May 21, 2019 Hiya, Thwarted at step 0 of trying to use the crowd pipeline with my custom agents: Trying to use the amazing "agent from FBX feature", but so far, the rig am wrestling with does not export cleanly out of Maya. Given a simple run cycle, I (and much smarter people than I) tried exporting a "nice" FBX to no avail. The joints export fine, animation and all, but for whatever reason the mesh is frozen to a single frame (And that's just reloading the FBX to Maya to check the export). Will keep debugging the Maya side separately (This isn't a Maya forum, last I checked ) Hoping someone here could shed light on a few points: -On the Houdini side, what is the expectation from the FBX file format? how complex is the rig-skin representation? is the skin actually bound to the skeleton, or can they exist side by side? (geo cache and animated skeleton for manipulation by Houdini) -Are there ways to export separately then re-combine in Houdini? (abc for the mesh for instance.. stick to the FBX for the joints) Any help is much appreciated!! Quote Link to comment Share on other sites More sharing options...
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