Hi, I`m using Fbx SDK to export our simulated scene into Maya/3d Max. Currently my problem is that a character`s skeleton is animated correctly, but his mesh goes in the wrong direction and has some additional rotation (it is not distorted, the mesh is skinned correctly). This problem happens in Maya, in 3d Max all is right. I`ve attached an fbx file (which is not the original one written by me, but imported into the 3d max and then exported back to fbx). Maybe this happens because I don`t create the bind pose when i write the file using the SDK. Below is the code I use to process a skin, computeBindPose is called after the skin is processed, it is commented out because it does not fix the problem and makes the resulting fbx import time very long, it is taken from SDK sample and maybe I`ve adapted it in a wrong way:
KFbxXMatrix transformMatrix, transformLinkMatrix;
// all joints have the same transformMatrix.
// compute global transformation of each joint and set it as transformLinkMatrix.
transformLinkMatrix = cluster->GetLink()->EvaluateGlobalTransform();
Hi, thanks for reply.
I`d like to add that this file also crashes the MotionBuilder 2012 when you File->Open… the file, but you can still do File->Motion File Import… and get only the animation from the file. According to the log (which i`ll attach to the message along with a crashdump) it seems to be some MB`s renderer issue. I have an ATI video card and get a “Warning! Hardware acceleration is disabled, slow performance might occur.” on MB startup.
Hello Soth1985, I confirmed this bug is already fixed and included in the coming release in early April. Please wait until then and try out the new 2013 Maya plug-in, it imports your character properly to Maya.