xsi freeze rotations for fbx export


#1

I’m trying to export a model purchased on turbo squid and built in xsi to fbx for use in unity3d.
I’m having two major problems which may be related.

  1. The axes are not the same for each bone. Each bone rotates differently in unity. In unity if I manually use the input box to rotate the head bone 30 in +x it rotates 30 in the + z direction, but another bone like the foot bone may rotate differently.

  2. How do I freeze the rotations or zero them out so that each bone shows up at 0,0,0 at the start pose in unity3d.

I’ve previously worked with models created with other 3d programs and they come in zero’ed out and the rotations for each bone rotates correctly in unity3d’s coordinate system. I’m not sure why the xsi model is having so many problems. The author did not know how to fix the problem.

This is the student trial of xsi 2013 with crosstalk 2013 Here is the model link.
http://www.turbosquid.com/3d-models/penguin-3d-model/534541
Thanks,
Dan


#2

This happened, if I’m recall everything correctly, because the bones were drawn from different views. Meaning, the view port the bone is drawn changes the orientation of the bone. In Local space, the Y-axis is the aligned to the length of the bone, and X-axis rot. is the roll of the bone. I don’t know how unity is interpreting this, however. Does Unity have options to rotate in World, Parent, or Object space?

Also, make sure you use “Align Root to First Bone” at all times, as this will rotate the root, keeping the first bone at values of 0,0,0 in rotation.

2 . How do I freeze the rotations or zero them out so that each bone shows up at 0,0,0 at the start pose in unity3d.

“Freezing” is easy enough, but don’t use freeze on bones. Use “Set Neutral Pose”. This will store the original values of the bone to the Neutral Pose tab of the Local Kinematics. Where you could make further changes to the default pose, if needed. And the SRT will read 0,0,0 0,0,0 1,1,1.

I’ve previously worked with models created with other 3d programs and they come in zero’ed out and the rotations for each bone rotates correctly in unity3d’s coordinate system. I’m not sure why the xsi model is having so many problems. The author did not know how to fix the problem.

It’s not XSI that has the problem, in this scenario, is the original rigger’s fault.

Question for you, what does Unity require in a rig? Is this simple enough to rebuild?

This is the student trial of xsi 2013 with crosstalk 2013 Here is the model link.
http://www.turbosquid.com/3d-models/penguin-3d-model/534541
Thanks,
Dan


#3

Thanks for the details on how it could have gone wrong. I found someone to re rig it.

Dan


#4

This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.