I have this rigged Giraffe in Maya. It's all weighted and ready to use, but I need to split it into pieces since the destination platform (Facebook AR Studio) does not support skinned meshes with > 20 bones. So I've attempted to split the mesh up along the neck, legs and tail - separating out each mesh component into it's own file and eliminating unnecessary bones. I've been doing this by selecting the faces, doing an editMesh -> detach and then mesh -> separate. In some cases after this operation I end up with extra parts and so then I recombine those with mesh > combine.
My goal is to export each skinned mesh component as an FBX without loosing my skin weights.The main issue I've been running into is that unless I delete history on the mesh I am unable to export a useable FBX File.
But when I try to delete non-deformer history I get the following error:
// Error: line 1: The -prePostDeformers flag is not supported with the following node(s) in the history: polyUnite1 polySeparate1 ...
Another thing I've tried is to export the skin weights; unbind the skin; delete all history on mesh; then re-attach skin and copy weights but this doesn't work for me because when I try to unbind the skin I get an error:
Failed to export the attribute map.
Of course if I unbind skin, delete history, and rebind skin the FBX export works fine. But then I loose all of my skin weights.
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