Hello people.
I've got a little problem here which I can't figure out.
So here's a character which I rigged with Advanced Skeleton 5.420.
Bodyrig as well as facerig. No corrective blend shapes.
The animation was made within Maya without the use of further add ons nor scripts.
Here's the catch. The .fbx export to unreal works as desired. No jittering, no glitches.
However Marmoset can't take the animation correctly. "Base Pose (None)" is alright but "Take 001" is glitchy right from frame 0.
I reimported the .fbx back into Maya - no problems.
I deleted the history in Maya before exporting.
I baked the Animation before exporting.
I could imagine it having something to do with the facerig but it's so weird that only Marmoset can't handle the .fbx.
Really hope somebody that somebody can help me out here
Screenshots of the
glitchCheers,
Replies
https://knowledge.autodesk.com/support/maya/learn-explore/caas/sfdcarticles/sfdcarticles/How-to-create-a-new-bindPose-s.html
You might want to delete any duplicate bindposes. You can see them in the outliner if you turn off DAG Objects under display. Search for bind* and delete any that you see, then run through the steps on that page.
The only downside with alembic is that it doesn't support materials, in which case you'd need to import an FBX first to get the materials loaded in, then apply those materials to the alembic mesh.
Alembic (ABC) is an option if you can't manage to get this to work. Contrary to what Ryan states, ABC is generally less efficient because it uses vertex animation (which can be very inefficient especially with dense meshes) rather than skeletal animation. For game engine targeted rigs FBX is usually the best choice. However, if you're having issues with FBX or if you're trying to do something FBX doesn't support like cloth simulation, ABC is a generally a good choice.
@ryanroye ABC files should support materials, if you've got a specific file that is not loading materials correctly please send me a copy so we can log it.