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Linked XForm animation export to fbx file.

Linked XForm animation export to fbx file.

gmddl3
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Message 1 of 15

Linked XForm animation export to fbx file.

gmddl3
Participant
Participant

I have a rigged crane model which i worked on 3ds Max. Everything works good except the hook movement. I used Linked Xform to extend the hook up and down. It works great in 3ds Max. But when i export my crane animation to fbx and import it to Twinmotion only the hook movement is missing...

 

Is it because i used Linked xform to move the hook? or is there a different reason?

 

The attached image is the hook extended using Linked XForm in 3ds Max.

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Accepted solutions (1)
2,129 Views
14 Replies
Replies (14)
Message 2 of 15

Diffus3d
Advisor
Advisor

It's common to make special rigs in 3dsmax and export baked animation clips or files to send it to other places.  So, in your FBX export select "Bake Animation" in the animation rollout and it should capture the effect of the linked xform as long as it has animation on it.  I am not familiar with Twinmotion so maybe it doesn't like the baked keyframes, but it probably does.   

 

Best Regards,

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Message 3 of 15

gmddl3
Participant
Participant

Thank you for replying to my problem. When I exported my animation to the fbx file I selected "Bake animation" and checked it is animated but only the hook animation still doesn't show up.

I would like to know if Linked Xform works for animation..?

I think it does but it only doesn't work with Twinmotion...   

Message 4 of 15

Diffus3d
Advisor
Advisor

Ah, in that case you might need to also do the following:

 

1) Put en Edit Poly Modifier above your linked Xforms

2) Select the cable / hook and make a selection set out of them.

3) Export FBX ->Use Point Cache and select the selection set.  

 

Example attached.  

 

Best Regards,

Message 5 of 15

gmddl3
Participant
Participant

Thank you for helping me out. I tried out the file you uploaded and I followed the steps and exported it to FBX, but somehow the animation does not show up in Twinmotion. I attached the screen shot of the presets for FBX export.

Did I select something wrong?

Message 6 of 15

Diffus3d
Advisor
Advisor

Those settings look right, but it's hard to say what might go wrong inside the 3dsmax scene.  If you import your FBX into a fresh 3dsmax scene, does the animation come through?  If so, perhaps there is some switch or checkbox in twinmotion you need to hit to read the animation data?

 

Best Regards,

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Message 7 of 15

Diffus3d
Advisor
Advisor

Hello @gmddl3, just checking in.  Did your exported FBX come back into 3dsmax with animation on it?

 

Best Regards,

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Message 8 of 15

gmddl3
Participant
Participant

Hello @Diffus3d thank you for replying back and checking in for my problem. I tried importing the fbx file into a new scene in 3ds Max and found out that the animation doesn't show up just like in Twinmotion. There seems to be a problem when exporting my animation into fbx. I am still working out why. I will write back if a solve the problem!

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Message 9 of 15

Diffus3d
Advisor
Advisor

Do you want to post a stripped down version of the file?  I can take a look, can't promise I know what's going on but I'm down to try.  

 

Best Regards,

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Message 10 of 15

gmddl3
Participant
Participant

Sure @Diffus3d I have attached the file for you to look up! If you see any other problems to my file feel free to tell me!

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Message 11 of 15

Diffus3d
Advisor
Advisor

Your rig is a little wonky here, but the problem is 2 things that I can see.  

 

1) You don't have a selection set for the hook.  

2) You need a skin on the deforming objects.  That's why the ladder isn't working either.  In order for a point cache to record vertex points ,it needs to know that they are kinematic. 

 

I made another file here where I just made a selection set and put the skin on the hook.  I made a single counter keyframe to test motion and it's working.  So you are close. 

 

Also included the exported FBX as a proof.

 

Best Regards,

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Message 12 of 15

gmddl3
Participant
Participant

@Diffus3d Thank you for helping me out. I looked up the file you attached and can see a end to my problem. But I came up with several errors while importing the FBX file you gave me. I have attached the screenshots about the error. I have tried it on the file I worked on but seems to have the same errors.

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Message 13 of 15

Diffus3d
Advisor
Advisor
Accepted solution

Hello @gmddl3

 

I reattached the missing point cache files here, but you could just re-export from the included 3dsmax file to re-create them. It's a proof of concept so I spent 0 time trying to make it look good, the file is just to prove it works. Honestly, the way you have this setup there's not much point in using the linked xform.  It's just acting like a bone without the control of a bone. 

 

You have some work to do to fix up your rig and hierarchy structure before it's really stable.  I'm sure you had some weird issues making some of these expressions.  You have scaled bones and scaled parts parented to them at different ratios which will always lead to problems exporting with skin, so solving your point cache problem exposes other problems from a rig -> export perspective.   You might want to check out some tutorials on rigging vehicles, I think you could benefit from them.  Before you get export proper animation you need a properly setup rig, and xforms at 100%.  

 

I went ahead and reset your xforms and rescaled or replaced your helpers that were invalid.  I tried to maintain some connections, but I broke most of the crane arm animation in the process.  There was no other way to fix it because of the expressions.  If you want to, you can recreate those expressions.

 

The bind pose errors are probably not anything to worry about.  If you really want to resolve them, skin the entire model instead of just the hook.  But honestly, the easiest path for you if you want to use the old file and not the Quick and Dirty one is to just not use linked xform and use the skin only.  If it was a cable or something that needed counter animation in the middle linked xform is great for that, but as a single A-B connection skin works just as well, though has other problems with the old setup.  

 

Best Regards,

Message 14 of 15

gmddl3
Participant
Participant

@Diffus3d Thank you for helping me out. As you said I don't think I need to use linked Xform for the hook motion and tried out skin on my model. It works great just like I wanted.  Your example file helped me a lot. I have found tutorials for rigging on YouTube but can you recommend some tutorials?

Although I still have a lot to do on my rigged model thank you for helping me out!   

Message 15 of 15

Diffus3d
Advisor
Advisor

Hello @gmddl3,

 

I can't personally vouch for these tutorials, but the following few look promising.  Beyond that, anything by Paul Neale is going to be good, he's a wizard.  

 

https://www.youtube.com/watch?v=6o7Rtk3FwLQ

https://3dsmaxtutorial.com/category/rigging/mechanicalrigging

 

Best Regards, 

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