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Maya animations to Marmoset IK issue

polycounter lvl 2
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aniket polycounter lvl 2
I have a model with multiple parts(meshes) rigged in Maya. I want to animate it and then render it in Toolbag. Whenever I try to do this however, marmoset ignores my IK handles, so any animation I have made contains everything I do in terms of FK or set driven key type stuff. But everything I have done with IK handles doesn't work.

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  • EarthQuake
    Make sure you have bake animations enabled when you export your animation. Be sure that you're exporting the full rig as well (not just the mesh objects). Depending on how your rig is set up, you may be using features that are not supported by FBX. An easy way to test this is importing the file back into a fresh Maya scene - if it doesn't load as expected, it's a export settings or file compatibility issue. If it does import into Maya as expected but not Toolbag, there may be an unsupported feature with our importer, in which case you can email us at support@marmoset.co with a copy of the FBX file and a description of the problem, and we'll look into it.

    If you can't get FBX to work, you can try Alembic geometry caching.
  • aniket
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    aniket polycounter lvl 2
    I do have bake animations enabled, and if I try to export the rig as well, Maya crashes. Whenever I export though, I get this warning message. 
    "243 attributes had complex animation. Complex animation was exported as baked curves. (29160 evaluations done)"
    I'm guessing this might be the issue, but I have no idea how to fix it. Btw, when you say full rig, do you mean just the joint chain, or even nurbs curves I'm using as controls? I've tried both and Maya crashes with either.
  • aniket
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    aniket polycounter lvl 2
    Holy crap, the Alembic thing worked perfectly, thank you so much @EarthQuake ! I have been pulling my hair and going crazy over here trying to figure this stuff out. I hate when all this exporting and importing nonsense gets in the way of people being able to do their work. thank you so so much :)
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