Hey there guys,
I have a rad animation that I need to export out of Maya into an .fbx file, but it just isn’t listening properly.
Or maybe I am using the wrong words.
When I export, the animation comes out perfectly on the skeleton, but the mesh just hangs out in T-Pose (completely uninfluenced by the skeleton). Separate meshes, like the eyes, do follow, which is amusingly creepy but not what I’m after.
When I open up the exported .fbx, I get an “Incomplete Bindpose” warning. So, I’ve read around on forums, and setting the character into bindpose on frame 0 sounds like it is meant to solve my problems, but alas. Even when I disable all the iks, the constraints, the expressions and nucleuses (nuclei? Hairsystem doobies) the skeleton still refuses to go into bindpose in the animation file. Maybe there are some connections that still need disabling, but I do not know how to do that with scripting (as suggested in the script editor). The skeleton does go into bindpose in the rig file however. I’ve reset the bindpose multiple times in the rig, in hopes of cleaning out any bugs, but to no avail.
So I guess my question is: “what is this I don’t even.”
