Incorrect model export with rigged

Incorrect model export with rigged

tomecki4LLQU
Contributor Contributor
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Message 1 of 10

Incorrect model export with rigged

tomecki4LLQU
Contributor
Contributor

Hello,
I wrote about it, but nobody answered, so maybe this department is more appropriate.

Okay, 
I have model with bones and animation. 
But when i wants to export it, the following errors pop up and the animation does not work.

One or more objects in the scene has local axes that are not perpendicular to each other (non-orthogonal). 
The FBX plug-in only supports orthogonal (or perpendicular) axes and will not correctly import or export any transformations that involve non-perpendicular local axes. 
This can create an inaccurate appearance with the affected objects: 
 -Bone005
 -Bone009
 -Bone013
 -Bone017
 -Bone019
 -Bone025
 -Bone027
 -Bone029
 -Bone031
 -Bone033
 -Bone037
 -Bone039
 -Bone041
The FBX file format cannot represent the transformation of some nodes in the scene due to the limitation of FBX SDK. To avoid this, adjust Bone binding matrices of the problematic Skins. 
The following Bones will have incorrect Bone binding matrices under the associated Skins: 
 -Bone025
 -Bone026
 -Bone010
 -Bone011
 -Bone012
 -Bone009
 -Bone007
 -Bone006
 -Bone005
 -Bone008
 -Bone019
 -Bone020
 -Bone017
 -Bone014
 -Bone015
 -Bone018
 -Bone013
 -Bone016
 -Bone029
 -Bone032
 -Bone033
 -Bone031
 -Bone034
 -Bone027
 -Bone028
 -Bone030
 -Bone039
 -Bone041
 -Bone040
 -Bone037
 -Bone038
 -Bone042
 -Bone035
 -Bone023
 -Bone024

error and settings:
https://drive.google.com/file/d/1WTEyFYMKtntzL0fUpUIaTj-nfBqd7hR1/view?usp=sharing
https://drive.google.com/file/d/1YOq17YPdXSOpA1eFbqL8qdoAVAIOteAY/view?usp=sharing
https://drive.google.com/file/d/1JZc0kK9gI9eyXvxZrbAd15X4TsZhgFpl/view?usp=sharing
https://drive.google.com/file/d/1n2Mg0z6nFE4uKlEohnFh3_ButllEmPCC/view?usp=sharing
https://drive.google.com/file/d/1WsbOqmYxLth2wMo0_o_tmEILlwQIBbC9/view?usp=sharing

I can not give a scene, but I can do something similar.
I beg you! Help me, please. 

Please step by step, how to fix it, but there may also be some guide.
I beg!

Regards.

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Accepted solutions (2)
5,220 Views
9 Replies
Replies (9)
Message 2 of 10

pepetd
Enthusiast
Enthusiast

If you can give us an example file with the issue then i can take a look, jsut looking at it nothing comes to mind

 

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Message 3 of 10

leeminardi
Mentor
Mentor

If you delete everything except bones 25 and 26 do you still get an error?  If so, post the file with the two bones.

 

lee.minardi
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Message 4 of 10

tomecki4LLQU
Contributor
Contributor

Thank you very much for your willingness to help. I appreciate the efforts and thank you 🙂

 

I have a file with these errors.

 

If there is an answer, I will be eternally grateful.

Regards

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Message 5 of 10

leeminardi
Mentor
Mentor

I cannot open the 2018 file as I am using Max 2017 and am not ready to upgrade yet to 2018.

lee.minardi
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Message 6 of 10

tomecki4LLQU
Contributor
Contributor

Okay,

I made this character in 2017 and everything works.

I do not know what's going on, but if anyone knows what is going on with 2018 let them know 🙂 I'm not closing yet.

Thank you for your help leeminardi 🙂

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Message 7 of 10

ads_royje
Alumni
Alumni
Accepted solution

Hi @tomecki4LLQU,

 

sorry that you encounter errors with FBX exports.

 

The errors you are getting are normal.

The first one "

perpendicular to each other (non-orthogonal). 
The FBX plug-in only supports orthogonal (or perpendicular) axes

" refers to the Bones' scaling.

Some bones have a non-uniform scale (1 axis is not 100% scale)

 

the second error "

incorrect Bone binding matrices under the associated Skins

"

refers to the Mesh that is Deformed by Skin to have a non 100% scale.

 

To fix these Scale issues on Bones

. in Max Main Menus ; Animation > Bone Tools

. Select all Bones

. in Bone Tools, use the ResetScale button

. Turn the Bone flag Off and On again

= Bones are fixed

 

For the Skinned mesh.

. in Utilities there is a Reset X-Form button

. Select 1 mesh at a time

. do Reset X-form from Utilities

. Go back to the Modifiers and move the x-form modifier below Skin

. on the x-form, right-click and choose Collapse To (not All)

. in Skin Modifier > Advanced Parameters Turn Off and On Always Deform

 

(see attached Video)

 

Your character should not generate errors on export anymore.

 

I hope this can help! 🙂

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Message 8 of 10

tomecki4LLQU
Contributor
Contributor

Thank you very, very, very, very, very much! 
Thank you for the complete translation and dedication of time.
I really thank you very much. I appreciate it.
This is it! 
But, when i export my model animation does not work for me.
I did just like you. in 3ds max works, but in fbx review no.
Maybe it's by fbx review?
This is a model like yours.

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Message 9 of 10

ads_royje
Alumni
Alumni
Accepted solution

Hi again! 🙂

 

No problem!!! 🙂

 

FBX review is indeed the #1 tool to review FBX files!!! 🙂

The 'One' thing to know here is that FBX review does not support Max's Skin Default Dual Quaternion skinning.

 

In Skin Modifier , turn Off DQ Skinning before Exporting :

FBX_Review_No_DQ.jpg

 

This option is On by default.

 

Let me know if that plays better in FBX review.

 

The Export FBX file with DQ On is still valid and will import correctly in Max / Maya / Motion builder or any other 3d packages (that has DQ enabled)

The FBX review does not 😕

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Message 10 of 10

tomecki4LLQU
Contributor
Contributor

YES! It works! 
Thanks you very much! 
You are the best! 😉

Thanks you and have a nice day! 

Thank you.