Steve Sloan Posted April 4, 2008 Share Posted April 4, 2008 I'm exporting a simple scene from maya2008 which has animated camera and objects. Importing with fbx I've noticed the camera's translation values are all correct but the rotations are completely off. My simple workaround is to bake out a locator within maya parented to the camera. Then once the scene is imported into houdini - just zero out the camera in and parent it to that locator. Is there a trick to getting the camera to translate correctly from maya to houdini using fbx? otherwise fbx seems great so far! cheers steve Quote Link to comment Share on other sites More sharing options...
Steve Sloan Posted April 4, 2008 Author Share Posted April 4, 2008 Also spotlights seem to come in almost correctly - the x rotation comes in -270 degrees from what it is in maya. However translation values and y and z rotations are correct. ...peculiar Quote Link to comment Share on other sites More sharing options...
stevenong Posted April 4, 2008 Share Posted April 4, 2008 Hi, I highly recommend you post FBX bugs/issues to SESI's site as not all developers visit od[force]. They will probably request for your FBX file so they can look into it. Did you download & install the latest build to check if you're still getting the same problem? Cheers! steven Quote Link to comment Share on other sites More sharing options...
Steve Sloan Posted April 4, 2008 Author Share Posted April 4, 2008 Thanks steven yes makes total sense - there's a whole thread regarding this issue at sesi - and I am using build 124 which was mentioned having these camera issues. I should have looked there first...! cool thanks! Quote Link to comment Share on other sites More sharing options...
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