Animation Not Exporting Properly

When I export an Animation it sometimes works fine, other times not so much. 

I export what the first image shows/the shaded image. I import leeda leeda leeda lee (The 2nd Image). 

Again I use the same settings that give me the proper results sometimes. This one though wishes to lean forward keep the arms in the default pose and sorta jogs. Being very Jerry Seinfield. I have imported this in many other 3D applications and the same result persist. I tried selecting all bones, I checked if any were locked, changed it from 3030 to 2012, and other versions of FBX etc. I cannot figure out what the issue could be. Does anyone have a clue? 

(I tried google and searching here but I couldn't find much of anything.4.10)

animation 1.PNG
774 x 1204 - 341K

Comments

  • Richard HaseltineRichard Haseltine Posts: 102,334

    Please put the display in Smooth Shaded (or the equivalent) mode before taking a screen shot of a nude figure.

    I would guess that your pose is using the Pose Controls on the figure - have you tried using the Edit>Figure>Bake to Transforms cpmmand to turn all posing into local transforms on the bones?

  • Show me the nudity please. Show me where I censored the wrong thing. 

  • Is there a Burqa up on the shop for sell? Will, that please you? 

  • Now listen Pervy Richy there is one instance in this video where I have never used one of these softwares so I had no clue as to how to change the texture. So try to keep calm and look at the issue. I did what you said and nothing changed however here is the issue across multiple softwares. FBXs volatility is asinine. If this was some chemical formula used widely, or some software used in a machine it would be taken out back and executed but no much like C++ it is allowed to exist to the great pain of others. Not only exist but flourish despite its proven issues. Even forced to be used and only that format to be used in some software. C++ and FBX are almost on the same level as manganese heptoxide. It only exists to self destruct it seems only manganese heptoxide is not recommended for any application really and is tossed to the side as it should be because of how unstable it is. 

  • pdr0pdr0 Posts: 204

    You need to edit the morph export rules .

    Set to it ignore the entries such as "LShldrBend.XRotate2" ,  YRotate2, ZRotate2 , etc...

    There is a list of movements that should not be exported as morphs , since they already  are reflected in the bone rotations

     

    You can use wild cards; it will look something like this

    lThigh Ignore
    rThigh Ignore
    lShldr Ignore
    rShldr Ignore
    LForearm Ignore
    rForearm Ignore

     

     

     

  • So you say it morphs faults in this Pedro? I could disable them entirely in this case. If it is that it would be interesting. I swore in my test run I kept them on and it was fine. Weird. Will poke this in a bit. I must say Blenders results were terrifying unexpected as well. 

  • cropcirclesstudiocropcirclesstudio Posts: 25
    edited June 2019

    So I now know that is a Caveat. Turn off morphs unless you are actually using morphs. Figured since I had not used morphs nothing would happen. Odd that this does happen. Still curious how it did not affect my other test. Thank you Pedro and thanks Pervy Richy, and let me know how therapy and such goes (I saw a few other posts of yours and you instantly jump to the nudity thing). 

    Post edited by cropcirclesstudio on
  • pdr0pdr0 Posts: 204

    So you say it morphs faults in this Pedro? I could disable them entirely in this case. If it is that it would be interesting. I swore in my test run I kept them on and it was fine. Weird. Will poke this in a bit. I must say Blenders results were terrifying unexpected as well. 

     

    I'm saying it's those specific morphs' fault . I suspect there are supposed to be JCM's, but they don't export correctly from DS (You don't get JCM's in FBX from DS, nor do you get HD or correct subd in other programs when using FBX ) . But it works to correct the issues you describe and in your screenshot for other programs. If you search, it's been discussed before in other threads

    You don't need to disable exporting morphs completely. You can keep the other ones like character morphs etc... if you need any parameters animated (otherwise they can be baked).  It's usually only those specific ones with bones in their name. In other programs, the movements get doubled or tripled up because of the morph. It's expressed in the joint/bone rotation, then again as a morph - hence the distortions. In your earlier screenshot with C4D, you could also disable those specific ones in the pose morph tag, and you'd see it works too. But it's "smarter" to not even export them (since they don't work like they are supposed to anyways), to keep the filesize down

    In the other tests, if those specific movements were not used in the movements - they would not be activated as "animating" the in the FBX export options automatically, thus you would not be affected in those other tests

  • Oh, wait a problem has occurred. Her fingers are being all noodly. 

  • Not sure the cause of this one. I guess I will poke a bit and see something because this only happens in UE4 it seems. 

    noodly fingers.PNG
    1024 x 763 - 777K
  • pdr0pdr0 Posts: 204
    edited June 2019

    I don't use UE4, but that's 99.99% the direct cause in C4D, Autodesk programs .  I saw your taken down screenshot and you mentioned C4D , and your video shows C4D and motionbuilder . (Blender is hopeless for DS exported FBX, so cross that off the list; use the DS import plugin instead) . Looking at the end of your video, I'm 99.99% sure it's the cause . Twirl down the FBX export settings and double check the list

    Post edited by pdr0 on
  • pdr0pdr0 Posts: 204
    edited June 2019

    Make that 99.999% certain it's the cause for C4D , Autodesk  .

    Compare this to the ~6min mark in your video . Look familiar ?

     

    (BTW - It's not that difficult just to drop a white or grey shader on it (so everything is white or grey). eg. In motionbuilder you can hit the number keys for shading modes. Hit 3 or 5. In C4D just drop  a shader on the mesh. I personally don't care about nudity, but you should follow the rules in someone else's house.

     

    Post edited by pdr0 on
  • Pedro. Was off yesterday had other things to do. How do you add these exceptions to the rules? It is very clunky so I am unsure. 

  • Can I delete it in an external program? 

  • Guess a better question is do you have a list I can just copy and paste in lol because I cannot find them to copy and paste. 

  • Richard HaseltineRichard Haseltine Posts: 102,334

    Just under the column of checkboxes on the left there's a button for Edit Morph Export Rules. It does have options to Import and Export CSV files, though i'm not aware of a dedicated tool to create those.

  • I see the edit morph thing. What is CSV? The thing I saw for adding morphs to it was go find the name, copy it, and paste it. 

  • Richard HaseltineRichard Haseltine Posts: 102,334

    CSV is Comma-Separated Values, a plain text files in which each line is a row of a table or ana rray and each element is separated from the next by a comma. It's a very basic way to transfer structured data.

  • wolf359wolf359 Posts: 3,834
    edited June 2019

    Not sure the cause of this one. I guess I will poke a bit and see something because this only happens in UE4 it seems. 

     

     

    Here is some detailed  info on a Daz genesis to UE4 pipeline ..May be useful.

    http://standsurestudio.com/daz3dinfo/

    Post edited by wolf359 on
  • Just followed it directly Wolf and I still have an issue. Flippity floppity fish feet (that are hopefully censored enough for Richy). 

    fshfet.PNG
    1037 x 657 - 433K
  • Interesting. If I put a default pose at the beginning for about 3 or so frames it works and when I cut it out it still works. This is bugging the hell out of me now as to why it would not work previously. Never mind it is not fixed. The fingers went and broken now sonofabitch I am tired of this. Fingers broke fix fingers feet break, fix feet finally, fingers break again. What even in the hell. 

  • pdr0pdr0 Posts: 204

    Is it only a problem in UE for you ?

    It should be ok in the other programs ; if not, you missed something in the export rules . And I'm guessing that's likely the same culprit causing problems in UE too

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