FBX Character output

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Hi,

Is it possible to export an FBX Character with all the rotations zeroed out on the joints as I want to import into Maya to complete my rig which ideally needs all the rotations set to zero. I can transfer all the rotations to the joint orient attribute in Maya manually but I was hoping there is a clever way to do in Houdini beforehand.

Thanks & Regards,
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Here's a quick try. Steps are:
- Compute local transforms
- Extract out components for local transforms
- Set rotations to 0
- Combine back the components into local transforms
- Recompute world transforms from local transforms



EDIT: hip file now attached.
Edited by edward - Oct. 10, 2024 12:50:47

Attachments:
screenshot.png (2.4 MB)
zeroOutJoints.hip (413.1 KB)

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Thanks for taking the time to reply @edward. I think I understand what's going on however when I plug in my skeleton everything goes a bit wonky/: I thought it might be something to do with rotation orders but changing those didn't make any difference. Without wishing to over-reach, could I please ask for your assistance on more time?

I'm a bit surprised that this wouldn't be a bit more straightforward as I would have though exporting a skeleton with zeroed out rotations would kind of the be the norm?

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Attachments:
myZeroOutJoints.hiplc (284.4 KB)
capture.png (1.8 MB)

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Ah, it only worked in my case because I didn't notice that the Mixamo skeleton was authored such that the joints are aligned in world space in the T-pose! So given, just correctly aligned joints your skeleton here is already at its "rest pose". So I don't think anything can be done on the Houdini side. Your process of "freezing" the joint rotations in Maya sounds like the best approach to me.
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