bentllama
08-08-2002, 11:14 PM
SKELETON LRA/Roate Axis/Joint Orient PROBLEM
I am importing a skeleton into Maya through the Filmbox format. When I import it gives me a Transform node at the top of my heirarchy. The transform node is not the problem.
Here is my problem.
I import the FBX skeleton file into Maya. I then re-draw a skeleton with the same rotational information and translation information as the imported skeleton. They both appear to be the same. [barring some parenting changes I made in the new skeleton, but those changes do not effect my animation transfer since I use a specific method to transfer the motion]
But the skeletons are NOT the same.
If you compare the 2 skeletons attributes in the Attribute Editor, there are differences between them. The imported skeleton has values of 0.000 [ZERO] under the "RotateAxis" and "Joint Orient" XYZ channels. The re-drawn/new skeleton has values that exceed and differ from ZERO under these attibutes.
Normally I would not care about these values, but our game engine is being picky about these values...so I need to zero them out.
IS THERE A WAY TO ZERO THESE VALUES OUT? WHAT CAN I DO?
Your response is appreciated. Thanks in advance for your help.
bentllama
I am importing a skeleton into Maya through the Filmbox format. When I import it gives me a Transform node at the top of my heirarchy. The transform node is not the problem.
Here is my problem.
I import the FBX skeleton file into Maya. I then re-draw a skeleton with the same rotational information and translation information as the imported skeleton. They both appear to be the same. [barring some parenting changes I made in the new skeleton, but those changes do not effect my animation transfer since I use a specific method to transfer the motion]
But the skeletons are NOT the same.
If you compare the 2 skeletons attributes in the Attribute Editor, there are differences between them. The imported skeleton has values of 0.000 [ZERO] under the "RotateAxis" and "Joint Orient" XYZ channels. The re-drawn/new skeleton has values that exceed and differ from ZERO under these attibutes.
Normally I would not care about these values, but our game engine is being picky about these values...so I need to zero them out.
IS THERE A WAY TO ZERO THESE VALUES OUT? WHAT CAN I DO?
Your response is appreciated. Thanks in advance for your help.
bentllama
