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Trying to export FBX of my LT that has rig and controllers

13 REPLIES 13
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Message 1 of 14
bhall27
7311 Views, 13 Replies

Trying to export FBX of my LT that has rig and controllers

hi,

 

I'm currently trying to export my character, which has a rig and controllers with constraints for the rig.  I'm trying to make an FBX export of it to send to a colleague to review to check to see if I've setup the rig/controllers correctly.  I'm not a TA and so I'm going to an old colleague who is to have him check my work, he doesn't have LT he has a full version of Maya. Is there a specific way to export the FBX to him?

 

I would assume that there would be?  I'd hate to take on contract work and not have my work be compatible for a client if they were using the full version and all I can afford is LT 😜 hehehe.

 

Any help would be great!  thanks.

 

 

Brian

13 REPLIES 13
Message 2 of 14
bhall27
in reply to: bhall27

specifically I have IK on my legs...not sure if that affects it.

Message 3 of 14
remimcgill
in reply to: bhall27

Hi Brian,

Basic Constraints including IK are supported.  Also Maya and Maya LT have the same FBX import plugin code, so if ever you want to test what made it into the FBX file and what will come back out in Maya, just make a new scene in Maya LT and import the FBX to see if everything you had came back.

 

The Maya FBX Help says these constraints are supported:  Point, Aim, Orient, Scale, Parent, IK Handle

http://download.autodesk.com/us/fbx/20112/Maya/_index.html 

 

When you do the FBX export make sure the Animation/Constraints option is on.  I just tested a point constraint and IK handle and they did indeed export and reimport properly.

 

Something to be aware of is that Set Driven Keys are NOT supported in FBX so will be lost and will not come back in.

 

Cheers, let us know if you have any other questions,

Remi

Message 4 of 14
bhall27
in reply to: remimcgill

So I just tried doing that - I was able to export the rig, mesh and the
root controller, but all the other controllers never came through.

That was FBX export out - then I opened it back in Maya LT...

I am also getting this error, but not sure it has anything to do with it
I'm not exactly proficient at rigging/etc

The plug-in has found the following skin definition problems :

Unable to find the bind pose for : / anim_global. Use the DAG node current
transform.

Unable to find the bind pose for : / anim_global / Root01 / bind_Root01 /
Spine_01 / Spine_02 / Nose_01 / Top_R_Whisker_01. No bind poses in the
hierarchy containing the object will be exported.

Unable to find the bind pose for : / anim_global / Root01 / bind_Root01 /
Spine_01 / Spine_02 / Top_Lip_02. No bind poses in the hierarchy containing
the object will be exported.

Unable to find the bind pose for : / anim_global / Root01 / bind_Root01 /
Spine_01 / Spine_02 / Lid_L_01. No bind poses in the hierarchy containing
the object will be exported.

Unable to find the bind pose for : / anim_global / Root01 / bind_Root01 /
Spine_01 / Spine_02 / Lid_L_02. No bind poses in the hierarchy containing
the object will be exported.

Unable to find the bind pose for : / anim_global / Root01 / bind_Root01 /
Spine_01 / Spine_02 / Lid_R_01. No bind poses in the hierarchy containing
the object will be exported.

Unable to find the bind pose for : / anim_global / Root01 / bind_Root01 /
Spine_01 / Shouler_L / Elbow_L. No bind poses in the hierarchy containing
the object will be exported.

Unable to find the bind pose for : / anim_global / Root01 / bind_Root01 /
bind_pelvis / Hip_R. No bind poses in the hierarchy containing the object
will be exported.



so yes the model and rig are coming through... but nothing else 😞


thanks,

--
Brian Andrew Hall
www.brianhall3d.com
541.914.7999
Message 5 of 14
remimcgill
in reply to: bhall27

Sometimes you can gett errors pertaining to the bind pose, but exporting and importing the skin will and work fine.

 

As for other controllers not coming through, do you mean curve objects you are driving the rig with?  Or do you mean utility nodes or something else?  Did your IK come back in?

Message 6 of 14
bhall27
in reply to: remimcgill

Yeah I have nurbs curves that are driving the rig with orients, the IK
didnt come through either 😞

--
Brian Andrew Hall
www.brianhall3d.com
541.914.7999
Message 7 of 14
remimcgill
in reply to: bhall27

Ok I'm not sure why your curves aren't coming through, in my test I exported and imported with a nurbs curve object constraining the end effector and that came back in properly, can you open up your fbx export settings and take a snapshot for me and attach them here?

 

To get to these fbx export options go to Export All - Option Box, set the file type drop down to fbx then click Edit Preset.  If you can open up all the items in here, then take the snapshot, you will probably need to take 2 snapshots to show all the settings.

 

 

Message 8 of 14
bhall27
in reply to: remimcgill

Here ya go.

 

I could always send you the zip of my file too if need be.

Message 9 of 14
remimcgill
in reply to: bhall27

Sure, if you could upload a Zip of your MLT file that would be great.

 

Thanks,

Remi

Message 10 of 14
remimcgill
in reply to: remimcgill

Also exactly which version of Maya LT are you using?  2014, 2015, Extension?

Message 11 of 14
remimcgill
in reply to: remimcgill

Hi Brian, I compared the options, the only thing that seems like it "might" affect it would be embed media, but this really shouldn't affect it.  You may want to make sure to turn off "Smooth Mesh" as this will actually bake in the viewport mesh subdivision.

 

Please send us your file and we can check it out.

 

Thanks,

Remi

Message 12 of 14
bhall27
in reply to: remimcgill

sure I'll package it up - using 2015 sp2

Message 13 of 14
bhall27
in reply to: remimcgill

can you forward me your to hallbrian3d@gmail.com so I can send you a dropbox link!

thanks, Brian
Message 14 of 14
bhall27
in reply to: bhall27

thank you Remi for the help!  He was able to walk me through the proper import/export settings using the FBX exporter.

 

from LT - in the FBX export options make sure that constraints are on, also when exporting from LT don't do an export selected as that does not work, do an export ALL.

 

on import (say into Maya Full or LT) - make sure your FBX import settings have constraints set to ON - and Skeleton definitions set to none.

 

Remi let me know if I missed something - hope this helps everyone else out there!

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