Hi
I'm having an issue with jittering animation on a number of FBX files I've exported. I have seen the issue mentioned on these forums before but I haven't managed to find a solution for it posted.
Basically I am exporting an animation from 3ds max character studio that somehow inherits a jitter on the characters arm when it is exported as an FBX.
The jitter is not present in the max file but will appear on the Exported FBX when imported back into Max.
I have attached the max file. If you export an FBX, hen import the animation back into a max scene you'll observe that the right arms is now shaking.
Any help or advice would be greatly appreciated : ]
T
Hi @tnkVS,
It looks like the plug-in is receiving wrong data from the GetNodeTM() function. Try exporting using 3dsMax 2015, there should be no jitter. The issue is occuring during the export from 3ds Max to FBX.
Thanks Matt,
Unfortunately that didn't work. I am still seeing the jitter, but I am also getting an error message when I bring the FBX back into max.
"The following parent and/or ancestor node of the Link(s) is/are not part of the BindPose definition."
then follows a long list of bones
"The following Link node(s) is/are not part of the BindPose definition."
then follows a long list of bones
Does this suggest there is something wrong with the character skinning? I'll try investigate that.
Thanks
Terry
Hello
I'm still encountering this problem. Unfortunately exporting from max 2015 hasn't helped.
I thought there was a possible issue with the skinning as I was seeing an error about bind poses, but if I export it as an FBX without the skinned mesh and re import the FBX back into max I can still see the shake on the arm bones. It is the right clavicle that has picked up some noise like rotation.
The shake is happening on the right arm, which was animated with an object as the IK target. Resetting that to world or baking it out so that there are only free keys dosen't make any difference.
I've tried a lot of things with no luck, exporting it from different bipeds, with and without keys everyframe. I created a fresh biped rig and exported the animation from that. I also deleted all the keys from the arm which is shaking so that it returned to it's default fig mode position, exported that and it still shakes.
I have installed service pack 3 for 2016 and tried again from there with no luck.
I have this happening on 5 or 6 different animations across our project now and I am very concerned that the animation is going to need to be redone.
Any further help would be greatly appreciated.
Thanks
Terry
Hello
I am still seeing this jittering animation issue, now across multiple animations. Any further help would be greatly appreciated.
Terry
Hi all,
A clarification question so I can try to reproduce this. Are you guys baking animation prior to exporting with a specific settings or during the export? The FBX exporter can bake animations on any object. The FBX exporter defaults the values set for the scene's timeline. Any preset values are not used when you load the preset. Do you guys possibly have extra frames or nodes at play here?
Hi,
I'm not sure about your issue but it seems related to mine, so let's share this: https://forums.autodesk.com/t5/fbx-forum/evaluator-rotationpivot-and-pivot-sets/m-p/5949367/highligh...
I also got jittering animations on transforms in generals. Reseting the pivots fixed it, but some parts are still not clear for me.
I hope it helps!
This is still an issue for me. I've found, after digging up several other messages across other boards, that this has been a persistent issue since at least 2010, with no known cause or solution. It isn't a regular issue or else it would have been fixed by now, it just seems to trigger randomly.
Unless I'm doing something wrong when I've skinned the thing I've made or I'm making some kind of error in animating, it seems that the FBX exporter just seems to randomly decide to make a part of the body (for me its the hands) shake after export, regardless of which settings have been chosen. Note that I've never had an error like this before and I've been using this same method of exporting/importing animations throughout University over every project I've done, ever.
I first pursued a fix to this issue over on Unreal answers since I thought the issue might be based in Unreal when it was importing the things, but it's based in the exporting.
Here's a video of what's happening:
https://www.youtube.com/watch?v=H1UL--8EDfk
You can see after exporting the hands become jittery and odd. This is not just in Unreal, but in the exported FBX files themselves.
I really hope I can get some help with this. I've no experience with scripting so I cant go in and start doing MAXscripty pivoty things. I've reset the xforms on everything, tried exporting, didn't work. What can I do? Create a new mesh and skin and just try and go from there?
Maybe post the exact .FBX file so we don't have to guess what export options you're using.
The problem could be just fixing a few quaternion rotation flips, but that has to be done in code. It's not something you will find as an exporter option.
My bad. Here, I've attached one that jitters and one that doesn't. Sorry for the confusion. If there's any more needed, just let me know.
You posted a video of a walking animation, could you post that one instead.
Huh. I thought I replied to this message but apparently I didnt. Here's the ones from the video, the walking ones, in Max file and in FBX file. Just let me know if there's anything else I can give or do or anything.
Hi,
i am exporting Maya 2015 to unity 5.5.4f1 fbx file .
i have seen issue. basically i am exporting 3D Character Animation from Autodesk Maya 2015 64 bit smooth animation. export FBX file somuch jitter on the character Legs , wher it is exported as an FBX. exported animation file (FBX) when imported Unity Jitter is there .
how to slove?
My guess, whatever problem you're having is happening on export from 3dsmax when the FBX is created. Your FBX file doesn't seem fixable (I would trash it). I would remove Unreal/Unity from the equation, and just focus on how the file was exported.
If this FBX file was the Student Version of 3dsmax, perhaps there's something wrong with it.
Hi,
i am using Auto desk Maya Licences Version 2015-2018.
the major problem is autodesk maya 2015 - 2018 version animation file export FBX format . jerks is there and tangents more smooth and higher set key tangents overlap . how to solve ?
send me process any demo or documentation .
@samsonite151 wrote:My guess, whatever problem you're having is happening on export from 3dsmax when the FBX is created. Your FBX file doesn't seem fixable (I would trash it). I would remove Unreal/Unity from the equation, and just focus on how the file was exported.
If this FBX file was the Student Version of 3dsmax, perhaps there's something wrong with it.
Do you think that'd be the best way to fix it? A reinstall of my student version then just re-export all my FBX files? I'm going to be changing versions around pretty soon so I'm going to have to reinstall soon anyway but would that really help? I'm just making sure, since before there was discussion about the rotations being wrong or something like that.
Regardless, I'll give it a try real soon and inform the thread on how it turns out.
It's not a quaternion flip issue. I tested your file against it, and it still caused jitters. That's why I said your exported FBX file is not fixable and should be deleted. I did notice some of your nodes had non-unity and negative scaling factors, but not entirely sure if that would mess up export.
Last resort is to find another file format that can export animation from 3dsmax.
Ahh. Thank you for the help regardless, friend. It's very much appreciated. I'll post in this thread again if things get fixed.
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