Non orthogonal matrix support

Non orthogonal matrix support

Anonymous
Not applicable
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Message 1 of 26

Non orthogonal matrix support

Anonymous
Not applicable

Hello there!

I recently rigged and animated a model for my project, but when I tried to export it I got this error:

 

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:
-Rig1LDigit11LH
-Rig1LDigit12LH
-Rig1LDigit21LH
-Rig1LDigit22LH
-Rig1RDigit11RH
-Rig1RDigit12RH
-Rig1RDigit21RH
-Rig1RDigit22RH

 

All those bones belong to the hands of my character. How can I fix it? Many thanks.

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Accepted solutions (2)
53,603 Views
25 Replies
Replies (25)
Message 21 of 26

miledrizk
Advisor
Advisor

Hi,

 

I made this video recently to explain how to solve this problem, and also

I explained what it means and what are the scenarios that might cause this issue.

https://youtu.be/GU7Q4tMzdPk

------------------------------------------------------
[email protected]
3DS Max 2025, V-Ray 7
3DS Max user since 2003 (3DS Max 7)
V-Ray user since 2008 (V-Ray 1.47)
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Message 22 of 26

Anonymous
Not applicable

When I change the values they just instantly snap back to what they were originally is there any fix for this or reason this is happening?

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Message 23 of 26

alex.georgiev94
Community Visitor
Community Visitor

Hey,

 

I usually go about fixing this error like this: Press on Utilities > Reset XForm > Reset Selected. 

 

Hope this helps 🙂

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Message 24 of 26

Diffus3d
Advisor
Advisor

Hello @Anonymous ,

 

Alfred here, happy to try to help.  You're probably going to need to double check every bone and the root for any transform information.  Maybe also check rig controllers if you have some, but I'm not sure if that part matters.  In this case with the original user it was his hands but it may very well be an ankle in your scene, the root, a minor finger digit...  If you've check them all and still get the error, then possibly the rig is parented to a master mover of some kind?  Make sure that doesn't have transform history either.  

 

Does that make sense?


Best Regards,

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Message 25 of 26

m010753j
Community Visitor
Community Visitor

I tried both methods in your video and it did not work. The weird thing is, the second method in your video has worked before for an old project but now it just won't let me change the scale

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Message 26 of 26

adam.breen
Community Visitor
Community Visitor

I had the same error on 2025.2 on a static mesh. Freezing all transformations fixed it for me

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