export skeleton to maya via fbx

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Hi,

I am trying to export a skeleton to maya and apply a rig to it there. The problem is, that the fbx has the local transform of the joints exported into the rotation of the joint (instead of the joint orient). This is problematic when rigging in maya. Is there a way to get the joint orientation exported correctly?
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Exporting a KineFX skeleton? Since there's no concept of a "joint orient" in KineFX, I think that would be pretty hard to do. Isn't there some script that you can run in Maya to transfer the joint rotations into joint orient?
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Yeah, thats what I ended up doing. I also scaled up the mesh and kinefx skel by 100 to achieve scene scale conversion because using the expoter’s conversion would have the root joint be scaled by 100 which would freak out camera framing on joints in maya.

But I guess there won‘t be too many chances to run into fbx/maya weirdness in the future anyways…
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What about USD for joints ?
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Hi!
Likely you know already you can freeze the rotations in Maya and keep the orientations. So that would zero them out in a way suitable for rigging. From here on, might you want to re-export animations out of that kineFX-setup you can point to an input-fbx in the 'rop_fbxanimoutput'. It will write out animation data relative to the rotations present, aka the orient.

I tend to do a lot of back and forth between Maya and Houdini (fbx). In a very early stage I try to make sure that in both platforms my skeleton is stable and behaving correctly before proceeding further and exchanging data. Small issues can have dramatic impact.

Attachments:
kfx.png (64.2 KB)

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