Just a general sort of question, I’m noticing that when I’ve created a few different animlayers through code that they don’t seem to display in Maya when I import the fbx file. Looking at the ascii version of the file, I can see that those structures exist… but they don’t appear to be visible in Maya.
I tried the sample code in ExportScene02 and it seemed to be the same (if I import the .fbx file generated by the example code, there appear to be no animlayers in the animation layer editor).
Is it possible to make an animlayer through code that is then able to be manipulated in Maya by another user?
This should work, since the animation layers (FbxAnimLayer and FbxAnimStack) were built specifically for this.
I have a similar problem. I add 3 animation layers to an FBX file using FBX-SDK. But when I export (with SaveScene() in common.cxx) the 3 animations that I add to the anim stack, they are correctly displayed by viewscene but the properties are missing:
All the other ones seen are proprietary properties added by MotionBuilder. If you want to use them, you will need to create them as custom properties. Note that these properties will be ignored by all the other Autodesk products that read FBX files.
You can have a look at the Animation sample to learn how all the FbxAnim classes are typically used.