fbx export problem

fbx export problem

Anonymous
Not applicable
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9 Replies
Message 1 of 10

fbx export problem

Anonymous
Not applicable

Hello everyone,actually i am encountering a problem in maya that i had made a walk cycle in one place than i progressed it forward by moving its root controller i dont know why when i am exporting my fbx my cycle do not move forward it is animating on one place only.root controller doesn't work maybe

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5,633 Views
9 Replies
Replies (9)
Message 2 of 10

ray
Advocate
Advocate

It could be for many reasons, wrong parenting, keyframe animation not baked...

The best would be if you post the scene file so we can take a look.

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Message 3 of 10

Anonymous
Not applicable

thanx ray for replying,but the thing is that i can't post scene because it is for my company project but i can give you detail like what i have done is,how i parented my root controller is first i made ik group,than controllers group,than skeleton group and than grouped all these groups and named that group to root than i made a circle and constraint parent that circle to that root group.that sit any more information you need let me know and about keyframe baking is that animation is coming in the fbx but it is not progressing even my controller is moving forward in fbx but my skeleton is placed on one place.

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Message 4 of 10

Americi
Explorer
Explorer

Hi @Anonymous, I'm used to make animations to export for Unity, and this is how I do (It usually works). The process is: Select all my geometry and bake it (go to edit>keys>bake simulation), than select all my joints and bake it (same as above), than I export it to fbx.

 

On fbx settings, in animation, uncheck the bake animation and make sure that everything on Deformed Models and Constrains are checked.

 

Generate the fbx and check if it is working. (it will probobaly give you some warnings, but it should works properly).

 

Hope you can solve this.

 

Cheers.

Message 5 of 10

Anonymous
Not applicable

thanx for the suggestion alvaro but problem not solved yet i have done it,usually i also export fbx same as you are saying.i have checked on some other sites too i think my problem is in my skeleton may be in root controller,if you wanna check here is my skeleton.

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Message 6 of 10

wguillaume
Participant
Participant

Hi Ray, I am also experiencing a problem with my rig where I applied blend shape to my eye movement (eye lids moving with eye ball) while using either connection editor/set driven key to drive the movements. The connections break in my FBX export. Any suggestions to what might be the problem? Any help would be greatly appreciated.

 

Thanks,

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Message 7 of 10

ray
Advocate
Advocate
I don't think connection editor/set driven key are supported in fbx , you should use keyframes directly I guess
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Message 8 of 10

wguillaume
Participant
Participant

Keyframes? Can you give me an example? 

 

Thanks,

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Message 9 of 10

ray
Advocate
Advocate

I mean, if you create a blend shape you can animate it in Maya setting keyframes or let the game developer do it directly in Unity. 

Message 10 of 10

wguillaume
Participant
Participant

I see what you're saying treat it like an animated asset. Fair enough, I will try that. 

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