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Merge in Updated Mesh and Skeleton Problem

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Message 1 of 16
ShadowCory
3036 Views, 15 Replies

Merge in Updated Mesh and Skeleton Problem

Using Mobu 2014, trying to merge in an updated mesh and joints, I get the proper mesh and joints in the take I am currently in when I merge, but the mesh disappears in the rest of the takes. The joints seem to be ok and retain their animation data, but I can't get the mesh to re-appear in any other takes. 

 

Anyone else come across this? Am I doing something wrong here? I have several layers of skinned meshes bound to the joints. The mesh for the clothing and stuff I can see, but the skin mesh will only show in the single take I was using when I merged the file. It's very odd.

 

The mesh was created in Maya 2014 and exported with the 2014 fbx exporter.

 

Cory

R Cory Collins
http://rcorycollins.weebly.com/
15 REPLIES 15
Message 2 of 16
doodski
in reply to: ShadowCory

try window> skins> to rest position (checkbox) then uncheck

Message 3 of 16
ShadowCory
in reply to: doodski

Thanks! I'll give that try and let you know the outcome.
R Cory Collins
http://rcorycollins.weebly.com/
Message 4 of 16
ShadowCory
in reply to: doodski

Still only shows up in the take that is selected when I merge in the new mesh...Checking and unchecking has no effect on the other takes, the mesh is still no visible...

R Cory Collins
http://rcorycollins.weebly.com/
Message 5 of 16
doodski
in reply to: ShadowCory

that suggests an animation change (or a bug), double check for any sets or visibility attributes that may have changed.

 

In mobu 2011/12 there was an annoying bug where when you save select a character (skinned mesh) and tried to merge that into a scene, the skin would break. So to fix you would open the save-selected file, resave, then it would merge successfully.

Also, are you updating something in maya and sending to mobu? or just merging in fbx data from mobu?

 

Message 6 of 16
BenBisares
in reply to: ShadowCory

Hi Cory,

 

It looks like it might be a bug. Would it possible for you to attach an archive of your Maya scene and possibly the FBX file?



Ben Bisares
Message 7 of 16
ShadowCory
in reply to: doodski

I am exporting from Maya, then merging into Mobu. I have upgraded to 2015, and get the same results. I can't see any visibility changes for different takes in the mesh.

Cory

R Cory Collins
http://rcorycollins.weebly.com/
Message 8 of 16
ShadowCory
in reply to: BenBisares

I tried making some zip files to attach but they are too big to post here. Is there another method we could try for me to get the files to you?

 

Thanks,

 

Cory

R Cory Collins
http://rcorycollins.weebly.com/
Message 9 of 16
Steve_Curley
in reply to: ShadowCory

Send Ben a private message - he can probably provide an email address.

Max 2016 (SP1/EXT1)
Win7Pro x64 (SP1). i5-3570K @ 4.4GHz, 8Gb Ram, DX11.
nVidia GTX760 (2GB) (Driver 430.86).

Message 10 of 16
BenBisares
in reply to: Steve_Curley

PM sent



Ben Bisares
Message 11 of 16

This problem happens because the skeleton nodes get set to a scale of zero on all other takes.

You can select all the nodes and set the Animation from Multi take to Normal (in the key controls- animation- take - normal) while on the one take the character is visible and it will show up on all other takes, go click through them to see, then you can set it back to multi if you need to.
Message 12 of 16

Drats on me for not checking scale numbers! I should have caught that one myself 🙂 Weird merge problem, but good news! I have been waiting to update some of the character meshes because of this. I am going to check this out tonight! Thanks Brad.

Cory
R Cory Collins
http://rcorycollins.weebly.com/
Message 13 of 16
ShadowCory
in reply to: ShadowCory

Looks like this is it. Thanks! For multiple meshes, I select them all, then bo to properties, unlock the scale, set it to 1, then run a little script I have that clears all the properties on all of the takes. Viola! the mesh returns! 

 

Thanks Guys!

 

Cory

R Cory Collins
http://rcorycollins.weebly.com/
Message 14 of 16

This is a bug with the mobu animation - take options - normal/muliti with scale
One take fine, all others scale of 0. I posted this somewhere here before but the fix.
go to the first take where you can see your character select all of the joints/mesh and then go to to key controls-animate-take options- set them to normal.
Should fix it on all the other takes.
Message 15 of 16
Anonymous
in reply to: ShadowCory

Hi, can you please give me a link on your little script that clears all the properties on all of the takes?

 

Thanks for your tip, it really helped me 🙂

Message 16 of 16
ShadowCory
in reply to: Anonymous

Sure can. Here it is.

R Cory Collins
http://rcorycollins.weebly.com/

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