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FBX export of Human IK Rig & Mesh - Problem
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  • rumbo
  • Posted: 21 December 2011 12:31 AM
  • Total Posts: 8
  • Joined: 08 August 2010 04:33 AM

Hey guys,

I’m having a problem exporting an FBX file. I have a Human IK rig (skeleton and controllers) that has had mocap data transferred to the controls. Aux effectors have been used to pin the feet etc and generally clean up the movement. I now want to export the result as an FBX. I select the bones via “select -hi”, and then “Bake Simulation” to get the keys onto the bones themselves. I then export the mesh and bones as an FBX.

The problem appears once I import the new FBX file into Maya to check it. The skeleton has all of the motion on it, but the meshes are no longer weighted to the bones. The skeleton just moves away from the model which is left standing there in the pose at frame 1.

I have exported FBX files before with rigs I have created, and they export fine, but I suspect there is an issue with the Human IK rig generated by Maya for the purposes of retargeting mocap data.

I hope I have been clear here and can try to explain a bit more if I wasn’t. I would appreciate any help/suggestions you can offer.



Replies: 1
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Hello rumbo!

I’ve been unable to reproduce your problem.  I did my tests with Motionbuilder 2012 and Maya 2012 using the spaceman character that comes with Motionbuilder.  I bakes a motion file to a control rig on the spaceman, and saved that out to a FBX (including aux effectors). Importing this file into Maya 2012 didn’t cause any problems, the meshes followed the rig as intended.

Can you please tell us which version of the softwares you are using?  Also, if it’s possible, can you please attach the file you are exporting so we can try it on our side?

Regards,
CarlosC

Author: CarlosC

Replied: 03 January 2012 04:24 AM