'Ello, lovely world of the polycount marmoset interwebs.
Let's get to the point.
1. Setting up a scene in blender, including stage, model and camera.
2. Exporting said scene with the posed model (posed armature) as .fbx.
3. Importing .fbx into marmoset. The model is back in T-Pose. Even if I apply transformation in the exporting options.
Why?
The only workaround was to click on every single mesh (head, clothing, fingers etc.) and apply the armature in the modifiers, so that it's basically removing the 'skeletton' completely. Is there no way to export an .fbx scene and import it into Marmoset, without losing all the posed information?
And since we're at it: does anyone know if there is a passerpatout option in Marmoset? Aka: an outlining of what the camera will see before I hit 'Render'?
Replies
For the camera, go to the camera object and enable Safe Frame in the Lens panel.
As for the rest? It's not an animation I want to import, it's a still render, with a posed armature /skeletton and that, for some reason, just won't work in FBX. It works just fine in .obj but not in .fbx. Which is sad because camera settings and such only work in .fbx import.
The armature /skeletton isn't even imported with the .fbx. Is it not possible to get a posed model into marmoset, unless it's exported as a wavefront object?
OBJ does not support skeletal data so it is likely that Blender is baking the pose when you export it. There may be an export option in Blender to do this for FBX files too, I'm not much of a Blender user so I can't provide any more advice there. You might try asking on the Blender forums.