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Modo Steam Edition is going bonkers with FBX export

I thought about posting in general but eff it, here's a thing now:

Lil piece of shit won't let me properly export rigged bones when I in fact do bind every single bone properly (in this case 4 of them for TA head slot), however, every time I export it for some stupid reason it halves count of bones and it just keeps showing TA's tail bones instead of head_1 and few ones that I've binded.

When I skinned Lina's hat few days ago it worked just nicely but now I can't get it to work no matter what I poke around. Anyone had this problem before?

Replies

  • Baddcog
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    Baddcog polycounter lvl 9
    how are you binding?

    I've had no issues wih exports working fine, but binding can be tricky.

    If you use Bind Steam item you can only use one bone.

    I have found that when binding using the least amount of bones is easiest.

    I don't like Heat, I just use:
    Smooth Distance, Fall off: High, limit bones 2 (if possible)
  • MugenMcFugen
    Baddcog wrote: »
    how are you binding?

    I've had no issues wih exports working fine, but binding can be tricky.

    If you use Bind Steam item you can only use one bone.

    I have found that when binding using the least amount of bones is easiest.

    I don't like Heat, I just use:
    Smooth Distance, Fall off: High, limit bones 2 (if possible)


    I used Bind steam item for every bone and then weight them all separately. I did it this way before on Lina and had no problem whatsoever, but now it seems that's completely screwing me over. I also tried using 2 bones only and it still binds it wrongly (binds her whole tail rather than head_1 and one tail bone).

    I'll try poking around it again, but I'm baffled about this.
  • ChiZ
    Modo Steam Edition is pretty much junk when it comes to weight binding. I think a large part of it is that they wanted to restrict you from doing animation, and in turn screwed up the skinning functionality.

    You're right, sometimes things work fine, and sometimes they don't. The only thing that's been working somewhat consistently for me is to do what you did.

    Bind Steam Item for every bone, weight them all separately. However, like you said, most of the time it doesn't actually apply these weights for export.

    To get around it, I always do a Rigid bind to Root using the auto binding, reduce that rigid weight to 0, and then delete the Root weight map from the mesh. I don't delete it from the deformers list, since that seems to reset changes to whatever random entry it wants. If I need to make any changes after this, I have to delete it from the deformer list, make my changes, reapply the rigid root bind and basically repeat those steps.

    This doesn't always work, though, and it seems to fail when the number of bones you're weighting gets above 8 or so. Partial weights between bones seems to work fine sometimes and not at all other times. In some cases, you even have to strip all weights and restart for changes to take effect.

    I tried getting help or a solution to this in the Modo Steam Edition forum, but I think they've pretty much dropped support for it, and I doubt it'll ever get fixed.
  • MugenMcFugen
    ChiZ wrote: »
    Modo Steam Edition is pretty much junk when it comes to weight binding. I think a large part of it is that they wanted to restrict you from doing animation, and in turn screwed up the skinning functionality.

    You're right, sometimes things work fine, and sometimes they don't. The only thing that's been working somewhat consistently for me is to do what you did.

    Bind Steam Item for every bone, weight them all separately. However, like you said, most of the time it doesn't actually apply these weights for export.

    To get around it, I always do a Rigid bind to Root using the auto binding, reduce that rigid weight to 0, and then delete the Root weight map from the mesh. I don't delete it from the deformers list, since that seems to reset changes to whatever random entry it wants. If I need to make any changes after this, I have to delete it from the deformer list, make my changes, reapply the rigid root bind and basically repeat those steps.

    This doesn't always work, though, and it seems to fail when the number of bones you're weighting gets above 8 or so. Partial weights between bones seems to work fine sometimes and not at all other times. In some cases, you even have to strip all weights and restart for changes to take effect.

    I tried getting help or a solution to this in the Modo Steam Edition forum, but I think they've pretty much dropped support for it, and I doubt it'll ever get fixed.

    Well poop... not only sculpting is buggy as hell now this shit too... now I feel bad for actually buying that one. :S

    Edit: Nvm I also went on steam discussion and posted about it, hopefully they finally look into this. It's issue that should be resolved, but not by us bypassing various crap but them :/
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