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[Maya] FBX exported model imports distorted

polycounter lvl 7
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dreamparacite polycounter lvl 7
Hello Polycount!

On the left is a screenshot inside Maya of a character I rigged. I did a whole animation sequence and found issues when trying to export it as an FBX and upload it to Sketchfab, which is what you see on the right. The model imports mostly fine, and the animation even works but the thigh joints seem to translate outward, whereas everything else seems fine. Something about the skinning is breaking on export, but it works fine in Maya. Is there something about the bones, weight painting, or attributes of the geometry I set up wrong? I've attached an example scene that has a small test animation so you can try and diagnose it. Also, though I exported this for Sketchfab I've confirmed it's not a problem related to that because the same distortion happened when I imported the FBX into Marmoset Toolbag 3.

Thank you!

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  • dreamparacite
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    dreamparacite polycounter lvl 7
    So after a lot of testing and re-rigging the character twice I found out what was happening. When I make characters I have a main group that has three groups within it, one for geometry, one for joints and one for controls. When making the 2nd rig I hadn't grouped the joints at all and they were in the root level of the outliner. When I selected the joints and geometry and did export selection as FBX they didn't have any issue on import! In fact, I was able to use the original rig+animation by ungrouping the joints and exporting it that way, by selecting the ungrouped joints and the geometry and doing export selection as FBX.

    The weird thing is the group itself shouldn't be doing anything, but I am noticing that even with the joints out of it it seems to have two bind poses. Either way hope this helps anyone else having this issue as I've been trying to figure it out for weeks.
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