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Author Topic: New problem when exporting FBX  (Read 1977 times)
Havie
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New problem when exporting FBX
« on: November 15, 2019, 06:20 »

First of,
I searched google for the specific text of the error
I searched these forums for keywords matching export errors,
I did not see any topics on this.


I am using 3ds max and importing PSK using ActorX importer.
Then Importing Animations using import PSA.

the model and animations look fine in 3ds MAX, however when I go to export as an FBX,
I get a warning about an error:

Error: Skin Modifier Export

"The following object(s) have their skin defined at different positions or a different Initial Pose. Some 3d Software may not re-create skin deformations correctly"




The animations do not work in Unity. so something is broken.

The odd part is that I've successfully ported 2 models into my Unity project a bit prior to today. Not sure why this is broken now?

Any ideas?

Thanks for your time

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mark2580
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Re: New problem when exporting FBX
« Reply #1 on: November 15, 2019, 07:11 »

This error has been haunting me for a long time, FBX is the most unstable format, each program exports some unique version of its own, which does not work in most versions of 3Ds MAX. In principle, in this case, the weight distribution of the model is in order, but some unexpected bugs may appear and there is no getting around it.
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MARK2580
Havie
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Re: New problem when exporting FBX
« Reply #2 on: November 15, 2019, 08:10 »

hmmm, alright thanks.

I got this to work in unity, just not sure why its happening all of a sudden
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Gildor
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Re: New problem when exporting FBX
« Reply #3 on: November 15, 2019, 10:18 »

I got this to work in unity, just not sure why its happening all of a sudden
If you want to move context to Unity, try using umodel's glTF export instead.
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BatFan
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Re: New problem when exporting FBX
« Reply #4 on: July 31, 2020, 13:20 »

Hey I have the same problem here but with UDK Engine.

My goal is import FBX SkelMesh to older epic engine because I want load PSA animations inside UDK.
I able to assign any animations for character then export as the same file format Fbx and import to my Unreal Engine 4 project.

Any solution?
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Gildor
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Re: New problem when exporting FBX
« Reply #5 on: July 31, 2020, 13:30 »

Fbx in general has 1 animation per mesh (not taking into account Maya's "takes" which seems aren't supported anywhere else).
I'd suggest using "batch converter" which is bundled ActorX Importer - you'll be able to select a mesh and psa, then embed every animation track into the mesh, and store as a separate fbx file. I don't remember details - I've made this script 10 years ago and didn't use myself except for testing, but hopefully you'll  understand how it works.

You can open batch converter UI with "Batch export" button in main importer's UI (it's in "Tools" section).
Probably you'll need to set up Max's Fbx exporter before doing the operation - it is mostly using global settings.
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BatFan
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Re: New problem when exporting FBX
« Reply #6 on: July 31, 2020, 14:58 »

I see something is wrong with the skeleton.
The bones translate animation in wrong position, expecialy Torso of character is rotated during animation.
I should fix bones or reimport Psk again?
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Gildor
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Re: New problem when exporting FBX
« Reply #7 on: July 31, 2020, 15:02 »

Aren't you using "reorient bones" option in importer?
Did you check the animation in umodel itself?
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BatFan
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Re: New problem when exporting FBX
« Reply #8 on: July 31, 2020, 15:18 »

no these two options are unselected by default.
But I forgot to precise, it is Batman Arkham Knight game and it doesn't work with any Skeletal Meshes.
I trying animate some character from Batman Arkham City game and nothing.
As I said before the torso is rotated about 90 degrees and also head is twisted.

You can check that on your computer, if you have installed this game?

Anyway thanks.

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Gildor
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Re: New problem when exporting FBX
« Reply #9 on: July 31, 2020, 17:23 »

I don't have the game installed. "Arkham Knight" should be supported with UModel.
May be you're mapping animation made for one character to another character?
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BatFan
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Re: New problem when exporting FBX
« Reply #10 on: July 31, 2020, 20:59 »

I mapping the animations to the same character which playing the same animations ingame because PSA has specific name that inform me which animation belong to character.
But I never knew that your PSK/PSA importer not including all games that are supported by Umodel.
Anyway thanks for you time, I thought that I use this characters with animations to my game in the Unreal Engine 4 but it looks like I need learn how to modeling Own character in 3ds Max and how create bones for him.
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Gildor
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Re: New problem when exporting FBX
« Reply #11 on: July 31, 2020, 21:13 »

I didn't find the answer to my question
Did you check the animation in umodel itself?

If animation works in umodel, then you should get the same everywhere else. If not - you won't get it working as well.
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