![]() ![]() and add some video tutorial of how to use it. This is not supported in Unity (not sure about Unreal) and doing the way is done now, the rigs can have squash and stretch without shearing Regarding the inverse matrix connections topic, if I remember correctly all the connections are meant to avoid using of the “scale section compensate” from Maya If you have any proposal or advice of how to tackle this is very welcome ![]() ![]() I am talking with people with more knowledge than me in games and game engines (Unity and Unreal) to finish this tool and have a very easy workflow. In other words, the rig was done with Shifter, but you don’t need mGear or the solvers to use it. I was using constraints in this project because the final asset was not dependent of mGear solvers. i.e change UV or things like that(btw: I am not big fan of that part) The other advantage or reason is that is possible to update the asset without update the rig. And looks like a common practice (I am not expert here) so is easy to split the part to export to FBX and the Maya Rig that doesn’t export The split and re-connect idea using references, was a client request. What is the benefit of saving that data? Am I dirtying up the scene duping the bind skeleton or something? That way you can just remove dupe later without affect the rig or animation. Why save out a copy of the Parent Inverse Matrix connections? It seems simpler to dupe the bind skeleton and break Parent Inverse Matrix connections and constrain the whole thing back to the source skeleton. K, I take that back, I’m not sure of the process the code is trying to do. Export the constrained clean skeleton as an FBX?.Scale and Parent constrain the clean skeleton to the source skeleton.Importing or Referencing that clean version back into the scene.Export a “clean” version of the skeleton without the Parent Inverse Matrix connections.Having looked at the code again I think I understand the process you’re doing now, maybe. Export the duplicate of the bind skeleton as an FBX.Now that think about it this shouldn’t be needed if the FBX Exporter is baking the animation to begin with. Bake the animation to the copy of the bind skeleton.Scale and parent constrain the duplicate bind skeleton to the source bind skeleton.Disconnect the Parent Inverse Matrix from the joints of the duplicate bind skeleton.So there’s the gameTools.py which looks to address this issue under the shifter folder, but it looks like it still needs some work, so I’m trying to fill in the blanks. That seemed to be “working”, but upon closer inspection from our animation lead I had failed to note that the bind skeleton has custom mGear nodes which resulted in a shearing issue with scaling when exported to FBX. Currently we’ve just been exporting the bind skeleton and the mesh. ![]() So I need to export an mGear rig with animation to an FBX which will be imported into Unreal 4. Key Features of Trian3DBuilder Version 6.K, I want to make sure that I have a vague idea of what I’m doing here. We will be showcasing Trian3DBuilder 6.5 at DSC 2018 VR, if you are attending don’t miss out the chance to meet us in person and see first hand what our software can do! Find out more by visiting our Product Site, or check out our new Automotive Showreel. ![]()
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