Nicholas Ralabate Posted June 27, 2021 Share Posted June 27, 2021 I'm trying to export Mocapbiped3 as an FBX to Maya HIK in order to retarget his animations onto another rig (no access to kinefx currently). However, no matter what I do the HIK character definition ends up with a totally screwed arm. There is a warning that the arm is not parallel to the X axis, even though I am in T-Pose. Has anybody done this successfully? I am pretty new to rigging so it could be a simple mistake. Quote Link to comment Share on other sites More sharing options...
Nicholas Ralabate Posted June 28, 2021 Author Share Posted June 28, 2021 (edited) Problem was that Mocapbiped3 rig had a scale of negative one on the LeftShoulder_To_LeftArm bone. Deleting and recreating the left arm (then reskinning) made HIK accept the resulting FBX. Luckily found somebody who was experiencing the same problem with that rig here: https://forum.ipisoft.com/viewtopic.php?f=13&t=10310&view=previous P.S. If anybody knows why it was exporting at scale of -1, would love to know. The bone node itself was set to scale of positive one. Edited June 28, 2021 by Nicholas Ralabate Quote Link to comment Share on other sites More sharing options...
Recommended Posts
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.