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No Joints visible from Softimage FBX
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  • Location: Toronto, Ontario
  • Total Posts: 1006
  • Joined: 07 June 2009 05:56 PM

I’ve created my joint in Softimage, and skinned the joints to the character.  Imported it by ‘import as layer’ on the base layer as FBX there are no joints visible ?



Replies: 1
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Why not just use import layer to pose your mesh?

Since your model is rigged in softimage, why not use softimage to deform and pose your character instead of mudbox?

Mudbox’s skeleton tools are bit crude still. I’d recommend just using the import as layer (delta to base layer) instead. This way you can actually have better control of your model’s deformation.

If you really want the skeleton in mudbox, you could:

1.import the skeleton/base model into a new scene via send to mudbox or via fbx.
2.export the high res model from the original .mud scene
3.import high res obj as a layer onto the new base mesh with skeleton.

Author: A.Baroody

Replied: 07 August 2011 02:24 PM  
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Why not just use import layer to pose your mesh?

Since your model is rigged in softimage, why not use softimage to deform and pose your character instead of mudbox?

Mudbox’s skeleton tools are bit crude still. I’d recommend just using the import as layer (delta to base layer) instead. This way you can actually have better control of your model’s deformation.

If you really want the skeleton in mudbox, you could:

1.import the skeleton/base model into a new scene via send to mudbox or via fbx.
2.export the high res model from the original .mud scene
3.import high res obj as a layer onto the new base mesh with skeleton.

I want to pose in Mudbox.

I import the object as ’delta to base layer‘ because I want the pose to be on a layer but when I import the object with joints created in Softimage whether the object is enveloped or not, it doesn’t work the joints don’t show up and neither does the weights.

(Sorry for the late reply, I recently moved)



Replies: 0
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I’m just bumping this to hopefully get light on this issue that I’m having.



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