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Hello,
This is my first time rigging, skinning, animating a character in Maya for use in Unity. After I finished animating, I selected my mesh and all of the joints and controls in the hierarchy and exported but I got this error:
Warning: skin definitions (4)
The plug-in has found the following skin definition problems :
Unable to find the bind pose for : / FrogRig. Use the DAG node current transform.
Unable to find the bind pose for : / FrogRig / Hip / Spine3 / Spine2 / Spine1 / L_ArmCollar. No bind poses in the hierarchy containing the object will be exported.
Unable to find the bind pose for : / FrogRig / Hip / Spine3 / Spine2 / Spine1 / L_ArmCollar / L_ArmShoulder / L_ArmElbow / L_ArmWrist / L_Hand / L_Hand3Finger1 / L_Hand3Finger2. No bind poses in the hierarchy containing the object will be exported.
Unable to find the bind pose for : / FrogRig / Hip / Spine3 / Spine2 / Spine1 / R_ArmCollar / R_ArmShoulder / R_ArmElbow / R_ArmWrist / R_Hand / R_Hand3Finger1 / R_Hand3Finger2 / R_Hand3Finger3. No bind poses in the hierarchy containing the object will be exported.
I opened a new scene and tried importing the fbx and got this error:
Warning:BindPose - Incomplete BindPose [nodes parents] (2)
The following parent and/or ancestor node(s) is/are not part of the BindPose definition.
R_EyeGroup
L_EyeGroup
And in that new scene sure enough none of my controls effect the model at all.
I also tried importing the mesh into Unity and it crashes the program as soon as I click the import button. Will I have to redo everything? It took me a long time to figure out the whole process, and I'm really happy with the animations. This is a project for my job so I can't spend tons of time redoing the whole process again.
Is there a simple fix that will keep my animations safe? I can send you the file for you to look at! Thank you!
Solved! Go to Solution.