Broken Geometry + no posing on fbx export

Broken Geometry + no posing on fbx export

Anonymous
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Broken Geometry + no posing on fbx export

Anonymous
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Hi. Need some help with getting my rigged character from Maya 22 to Marmoset Toolbag 3.

 

I'm a complete Maya noob, using it to finish a uni project as it has frankly insultingly better rigging/skinning tools compared to Max (does Max's paint skin weights tool even work? I've never managed it). I've literally been using the program less than a week, so I request in advance that you're gentle with me and explain any terms or the location of buttons please... thank you! (generic modelling terms I'm cool with, but if it's Maya specific I won't know what it is)

 

So, my problem. My character was retopologised in Max and I brought the fbx into Maya to rig and skin it. That went ok, despite the learning curve; it ain't a pretty skin but it functions just fine for what I need. However, upon export, the left (her right) shoulder breaks, with the edgeloop disconnecting and becoming displaced, forming a gap at the top and a sharp bit of crumpled mess underneath. See photos.

 

File1.pngFile2.png

 

I've checked, and the geometry is connected; the shoulder is a solid mesh from sleevetip to base of the jacket. I've tried messing with the fbx settings, binding and rebinding the skin, all the things I can think of, but nothing fixes it. 

 

Secondly, I can't seem to get a pose to export. It's ALWAYS a t-pose when it comes out, despite me fiddling with every limb. I don't know if they're connected but it's no good fixing the break if the character is going to be in the wrong pose; might as well use the retopo file for that. And I know it's not just defaulting to the unskinned mesh as it came in as an A-pose.

 

Weirdly, if I export it as an OBJ, everything works fine; no broken shoulder, pose comes out ok, etc. This would be fine but I'd like to animate them, and I can't do that with that file format :c

 

Any suggestions? Is something detached somewhere? Did I mess up the export settings? Help!

 

Two things of note:

My maya file can be found here if it helps: Link 

I had to edit the hands after skinning, as I forgot Marmoset doesn't like UDIMs (which is dumb). The fingers have different uv tiles to the rest of the hand, so I had to split the geometry at the edge of the glove's fingers. This seemed to work ok, as in the obj file the hands are where they should be. However, there's a chance that's what broke my model, so I thought I'd mention it c:

 

Thank you in advance!

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hamsterHamster
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I'll just speculate, because I have not seen your scene file. If it is still important, then provide MA file.

Have you tried to import exported FBX back to Maya? Works fine? You'd rather proceed to other software with solid FBX rig only.

Geometries might split where hard edges are in other engines, don't know about Marmoset a thing. So you'd see if enabling Smoothing groups/Smooth mesh in FBX exporter keeps them together.

Concave shoulders, do you happen to use Double-Quaternion for the skin cluster.. afaik, it is not supported by FBX and reverts to Classic Linear, thus skin might behave differently.

 


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