Hello
I am wandering if any one could advise me as am receiving limited support from a rig (purchased) that works fine in Maya but when exporting even just the mesh alone its deformed. Tried to export everything and the skeletons animates fines but the mesh does not follow. I have read the posts on this forum on this subject but they didn't help me.
The support team is saying to redo the bones with standard one that are supported with FBX which is not really helpful and I dont know if I need to re-animate everything. I will post the conversation below please if any one can advise me that would be amazing.
A side note - I am hoping to bring the animation into Unity but if I would need to fix export it as FBX and I tried with different settings and components and no luck so far
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You
Hey there I tried exporting the model and animation onto an FBX different ways but its always deformed. I am trying to use the asset in Unity. I tried exporting all as FBX and it comes out deformed. I tried baking animation on the handles and exporting with mesh and the handles are animating but the mesh is not attached. Any help would be much appreciated. Thanks
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Support team
This model uses custom controls that are not exportable via FBX (not compatible with the FBX format). If you need the rig you need to redo everything that is not compatible with standard bones (some of our customers done that for realtime engines like Unreal). Another solution is using the Alembic format, which exports one-mesh-per-frame cache data that you can use to reproduce that mesh animation in each frame. https://docs.unity3d.com/Packages/com.unity.formats.alembic@1.0/manual/index.html https://knowledge.autodesk.com/support/maya/learn-explore/caas/CloudHelp/cloudhelp/2018/ENU/Maya-Bas...
Thank you for your response. Alembic solution sounds great but unfortunately it's not supported on Android or iOS (really hoping they add support for it in the future). We really would need an export of the full animation in FBX, the saddle and reins seems to be fine in export. We only actually need the animation of the horse body for our purpose. Would be possible to provide us the version with the controls that compatible with FBX export.
Sorry but adaptation to other formats not explicitly listed as supported in the product's page is responsibility of the customer. We don't have any other version.
Thanks for the response. What would be the most efficient way of redoing everything that is not compatible. I see the body mesh has collision physics was that setup to collide with the saddle and reins? We only need the body animated if you could let us know what controls or attributes to remove that would be great. Thanks
FBX only supports standard bones, so everything that is not a standard bone should be substituted by one that is.
Ok thanks for the response. Its interesting because on the FBX export the skeleton animates just fine its the skin that does not stay bind to the skeleton. Would this process mean deleting most body skeletons and creating new ones, animating them and binding and painting weights?
These processes are mostly trial and error.
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