Hi !
I'm creating a rigged character in Maya 2018, via Advanced Skeleton, meant to be exported to Unreal Engine.
So far I have a complete rigged character with basic color textures, all I want for now is to export this into fbx for Unreal. But when I do so, I get plenty of errors :
<div>The plug-in has found the following skin definition problems : </div><div> Unable to find the bind pose for : / Group / Main / DeformationSystem. Use the DAG node current transform.</div>
There are dozens of it.
So far I followed what's described
here. I used the following MEL commands :
delete bindPose2 bindPose4
To get rid of the old bind poses, and created a new one with that command :
dagPose -save -name "bindPose"
Then I tried to export again, but I still get the errors. Less of them (I think I had about 50, now I have 34).
I don't understand why I still got those, especially that when I select one of the concerned objects and inspect the channel box content, I see only the "bindPose" which I created through MEL.
Thanks for your attention.
Replies
To nuke all of the bindposes:
Rebuild the bindpose:
That will rebuild your bindpose and should take care of that issue. Bindposes sometimes get left behind when you bind and unbind meshes or add things to an existing set of skinned objects. It's annoying that Maya doesn't maintain a clean bindpose or have a few simple button clicks to rebuild it but it's usually only an issue for people who export animations, so mostly game artists/animators, ha.
So dagPose -s -sl -bp instead only adds it to selected joints works for me!