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Blendshapes to FBX export not animating

Anonymous

Blendshapes to FBX export not animating

Anonymous
Not applicable

I'm trying to export cloth animation to FBX, yet cannot make it work. What I did:

1. Created animation using nCloth

2. Duplicated certain positions of nCloth, deleted history on them

3. In separate file, created blendshape of cloth-derived meshes

4. Created animation from blendshape steps. in timeline

 

Now I want to export this animation to FBX.

I tried:

1. Baking keys of blendshape node from connections hypergraph

2. Baking all the keys with "Below" setting on

3. "Bake topology to target" option on primary mesh


I'm to use the animation in three.js. Both in code and in FBXReview I see it not working.

It seems I am missing something in the workflow or settings, but I cannot grasp what. I've been searching the web for a week now, but nothing seems to work, please advise.

 

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Anonymous
Not applicable

Hi

Mesh deformation not supported in fbx, u can take this  in Alembic cache, 

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Anonymous
Not applicable

Fbx mesh deformation supported in maya only, not supported in unity and anyother game software

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Anonymous
Not applicable
Thanks for the answer. As I wrote, Iā€™m not trying to use it in any game engine but WebGL code. I really need to use fbx, since No cache can be imported.

In the three.js forum I was advised to use it in fbx and it seems like there is an option for exporting blendshapes with fbx so it can be done, I would really like some help how.
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ken_geary
Explorer
Explorer

Hello,

This was also driving me insane, and by the way , AUTODESK, when delete by history it should delete all and make the meshes "normal", or useable... Anyway, the trick is 

1. do your cloth sim

2. Dupe the object on frame 1 or 0 , dupe again at end frame or frame in sim you prefer

3. delete everything but the new dupes , name them whatever like, myObject, myObjectMorph

4. SAVE AS .OBJ, each mesh

5. new file, import the 2 .obj files

6. setup your blendshape and you're good to go!

[by the way, be sure to first pick your target shape the your base shape, you can then delete your target after]

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