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Hey Guys,
Me and my team are developing an C# XNA game as a school assignment but we ran into a problem regarding FBX.
One of the artists of our team uses Maya for modeling, rigging, animating and skinning, but when we export the model with the Autodesk FBX exporter some weird animation glitch gets in. We have searched for everywhere but we couldn’t find any answers so maybe you guys have any idea?
All the modeling, rigging, weight painting and animating is done with Maya 2010. We used the default settings in the Autodesk FBX exporter and we bake the animation on the bones before we export. In the Maya timeline everything is fine but when we open the FBX after exporting (with the Autodesk FBX viewer our in our XNA game) the glitches are in the animation.
We hope anyone can help.
Greets Juul Joosten
Here is the Youtube link (I filmed the problem)
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We have fixed the problem, it had to do with the smooting of animations.
If you have this problem and you have maya you can fix it this way:
(make sure you save a file before the first action, do this if you want to test or if you have all the animations ready)
- bake the animations on the bones
- remove control objects
- select the problem bone(s) in our for example the hand
- go to the graph editor (window -> animations -> graph editor)
- select the rotation channels and the tracks on the graph editor view
- go to curves -> change rotation interp -> synchronise quaternions
thats it! now if you export everything should be fine!
Greets Juul
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