– We tested with a very basic 3 sphere test and default settings to make sure it wasn’t us.īug- FBX export is not storing the name of the blendshape node correctly. There are some other problems with skinning in 2012 but lets talk blendshapes for now. The 2011 versions of the plugin seems to work but the 2012 versions don’t when dealing with blendshapes from Maya. This is an FBX problem, not MotionBuilder that I can tell. He does some amazing rigging work there for face rigs in MotionBuilder and this sent him down a 5 hour bug hunt…full disclosure I am a consultant for Motus and help in situations like this. Now- Export file from Max, Import in to Maya, add string data, export to FBX and Open in Max- the string data is there BUT if you then export that file to FBX again all the custom attributes are deleted.īrad here: Crispin at Motus Digital, hit this bug today and I confirmed. New Bug- Max export of custom attribute type STRINGS does not workįrom Max- string attributes write out as empty, they don’t store the string content. So for now this will have to be fixed by script as a post process run in the software or you will have to rename the object /name it how you want before creating the targets and hope it doesn’t have to change. New FBX bug-Can’t rename shapes after creation.Ĭurrently if you create your blendshapes and then later want to rename them, something that is easy to do in both Max and Maya, it won’t save to FBX,instead it will use the original name so when you open the FBX file again it will have reverted your naming. This is minor as it doesn’t cause problems for importing animation, but It is just frustrating if you are recreating a file from the FBX file in another paint skin weights error after FBX import from MAX- Fixed, this was a giant pain in the 2012 version of FBX and I am super excited to report that it is fixed and working very well. (custom names for the blendshape node are exported and imported correctly in all 3 software Max, Maya, MotionBuilder)Įxport from Max to FBX- This is working correctly except the Morpher Modifier name is still not stored with the file. Export from Maya to Motionbuilder with Blendshapes and back is now working correctly with out the renaming shape bug.
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