Home Technical Talk

[SOLVED] Export rig from Maya to FBX

jobim
polycounter lvl 2
Offline / Send Message
jobim polycounter lvl 2
Hi, I'm trying to export a maya rig made with advanced skeleton to fbx to open it in unreal.
Before the export I have this:


When I open the fbx I have this:


The error I get is:

The plug-in has found the following skin definition problems :

Unable to find the bind pose for : / MasterSeduta_Skinned:sedutanimation:uomo1_B_0008:Group / MasterSeduta_Skinned:seduta ... animation:uomo1_B_0008:Chest_M / MasterSeduta_Skinned:sedutanimation:uomo1_B_0008:Neck_M. No bind poses in the hierarchy containing the object will be exported.

Unable to find the bind pose for : / MasterSeduta_Skinned:sedutanimation:uomo1_B_0008:Group / MasterSeduta_Skinned:seduta ... ation:uomo1_B_0008:NeckPart2_M / MasterSeduta_Skinned:sedutanimation:uomo1_B_0008:Head_M. Use the DAG node current transform.

Unable to find the bind pose for : / MasterSeduta_Skinned:sedutanimation:uomo1_B_0008:Group / MasterSeduta_Skinned:seduta ... :uomo1_B_0008:NeckPart1_M / MasterSeduta_Skinned:sedutanimation:uomo1_B_0008:NeckPart2_M. Use the DAG node current transform.

And so on...

Can anyone help? Thank you.

Replies

Sign In or Register to comment.