ronald_a
April 10, 2024 09:11:02
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?
edward
April 12, 2024 17:26:45
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?
ronald_a
April 13, 2024 03:20:34
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…
_Christopher_
April 14, 2024 21:11:56
What about USD for joints ?