Motionbuilder to Udk Pipeline - Rigg-Problems


#1

Hi there.

Im currently working on a project in which im dealing with the workflow from Vicon Blade–>Motionbuilder–>Udk/Unity. We are working with models from the Autodesk-store which gives me a lot of trouble, especially with the udk.

Import of mesh and animtion work fine with unity. However in UDK things are not as easy. Im familiar with the whole Import-Export-preps that need to be done in autodesk-pipelines. I also tried PSA-Export via ActorX. There are two possible problems here, and I could use some help to figure out how to solve them.

One is the age of the files. According to the properties they are from 2007, which of course means, their specific fbx-format is quite outdated. So I tried importing them into 3dsMax and then exported them again, leading to “Import Failed” message in UDK( When I imported them in their original state I got the mesh imported but Fbx-Animation-Import would crash UDK).

The second possible problem is the quite unfamiliar bone-hierarchy. Pic related.

http://oi49.tinypic.com/25rpkzk.jpg

Which is probably solved by just deleting the helpers. However by doing so I loose all the bones when I open the file in motionbuilder again.

I did the whole Pipeline with Custom-Biped-models before. So the workflow is definitly not the problem here.

I would be thankful for any sugestions/ideas how to solve this quite specific problem. Since those models were only bought for test-purposes I figure its not that dramatic if we cant use them in UDK but nontheless Im interested in solving this.

thank you kindly

cheatachild


#2

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