aforetaste
02-20-2009, 10:44 PM
When I create a simple prop for a character, I model it in another 3D app, export it as an FBX file and import it into Motion Builder--no problems.
Using constraints and what not, I animate the prop to the character rig. Once it's done, I select the prop, plot the animation to it then save the selected (as FBX).
When I pull that animated prop into at least two other 3D apps (Modo, Lightwave 8.5) the prop has it's pitch and bank 90 degrees off (it does this in both apps). That works okay with characters since they have no animation on them (only on the bones)--so I can rotate them and it's all fixed. But correcting the props looks impossible. The props animation is on the mesh itself, so if I fix the rotation problems, I'm only fixing it for one frame (rather than the whole animation).
Any thoughts on fixing this?
Lightwave 8.5 and Modo don't offer any corrective options on the import of the FBX--so I can re-adjust it there.
The odd thing is...
... that I just animated a prop a few scenes ago that was the exception to this problem (for some reason). It came into MoBu correctly and after the animation was plotted to it, it imported into Lightwave correctly (no rotation problems). As far as I can tell, I treated these two props exactly the same--same method of creation, export, import into MoBu, animation, plotting and saving.
What's up?
Using constraints and what not, I animate the prop to the character rig. Once it's done, I select the prop, plot the animation to it then save the selected (as FBX).
When I pull that animated prop into at least two other 3D apps (Modo, Lightwave 8.5) the prop has it's pitch and bank 90 degrees off (it does this in both apps). That works okay with characters since they have no animation on them (only on the bones)--so I can rotate them and it's all fixed. But correcting the props looks impossible. The props animation is on the mesh itself, so if I fix the rotation problems, I'm only fixing it for one frame (rather than the whole animation).
Any thoughts on fixing this?
Lightwave 8.5 and Modo don't offer any corrective options on the import of the FBX--so I can re-adjust it there.
The odd thing is...
... that I just animated a prop a few scenes ago that was the exception to this problem (for some reason). It came into MoBu correctly and after the animation was plotted to it, it imported into Lightwave correctly (no rotation problems). As far as I can tell, I treated these two props exactly the same--same method of creation, export, import into MoBu, animation, plotting and saving.
What's up?
