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The following parent and/or ancestor node(s) is/are not part of the BindPose definition.
-Humanoid:LeftHips_Dummy
-Humanoid:Reference
-Humanoid:LeftArm_Dummy
-Humanoid:LeftShoulder_Dummy
-Humanoid:Spine_Dummy
-Humanoid:RightShoulder_Dummy
-Humanoid:RightHips_Dummy
-Humanoid:RightArm_Dummy
The relative matrix of the following link(s) do not match the one stored in the BindPose definition.
-Humanoid:Head
-Humanoid:Neck
-Humanoid:Spine2
-Humanoid:Spine1
-Humanoid:Spine
The following object(s) use a rotation limit mode that is not supported by 3dsmax (UseLimitsForRotationSpaceOnly). The rotation limits for the following node(s) will be ignored :
-Humanoid:Spine_Dummy
-Humanoid:LeftShoulder_Dummy
-Humanoid:LeftArm_Dummy
-Humanoid:RightShoulder_Dummy
-Humanoid:RightArm_Dummy
-Humanoid:LeftHips_Dummy
-Humanoid:RightHips_Dummy
The object(s) listed below use a transformation inherit mode that is not supported by 3dsmax (ScaleCompensate). The resulting transformation will be severly affected.
-Humanoid:LeftArmRoll
-Humanoid:LeftArm
-Humanoid:LeftUpLeg
-Humanoid:LeftIndex2
-Humanoid:LeftMiddle2
-Humanoid:LeftPinky2
-Humanoid:LeftRing2
-Humanoid:LeftShoulder
-Humanoid:LeftThumb2
-Humanoid:LeftThumb3
-Humanoid:LeftThumb_End
-Humanoid:Hips
The Initial position (or Initial Pose) of the skinned objects is missing. The plug-in will create a pose automatically but running the 'Assume Skin Pose' command may create unexpected results.
KFbxAxisSystem SceneAxisSystem = scene->GetGlobalSettings().GetAxisSystem()
KFbxAxisSystem OurAxisSystem(KFbxAxisSystem::eOpenGL)
if( SceneAxisSystem != OurAxisSystem )
{
OurAxisSystem.ConvertScene(scene)
}
As for the 3ds Max warnings on humanoid.fbx, they are normal cause humanoid.fbx do not possess a bindpose, but yes, we should update this fbx file. Thanks for reporting.
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