Jump to content

FBX export/import woes for crowd setup


sirogi

Recommended Posts

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!!

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...