FBX export of G8F - wrong pectorals positions?
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This is how skeleton of G8F looks in Maya. Is it correct? I thought that breast bones should be located in front of her spine...
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genesis3_skeleton.png
870 x 832 - 117K
Post edited by yaruuvva on
Comments
Same thing happens when importing a Daz FBX export of a G8 figure in Cinema 4D (both the R20 version and newest R21 release). Probably worth filing a support ticket and/or bug report.
One possible workaround is to negate the Z value of the rPectoral and lPectoral bones. I did that in C4D and things seem OK so far. I don't have Maya, so not sure if that's a good workaround.
A couple of questions:
How is it your G3F is in an A-Pose rather than the default T-pose?
Which flavor of FBX export did you use?
Have you actually tested the rig?
Here is a screen grab of what I get importing a 2014 FBX into Lightwave. The Pec bones are similarly placed (the left is selected here). The weight mapping though only affects the corresponding breast regions.
>How is it your G3F is in an A-Pose rather than the default T-pose?
My bad, it's G8F.
I tested on all FBX versions from 2014 to 2006 (ascii and binary). Pectorals positions are the same.
I have not tested the rig.
Technically, this is because fbx uses joints for weightmaps and bones are used just to connect joints. So the two pectoral bones are converted to pectoral joints with no leaf bones. There are some importers, such as blender, that try to guess the leaf bones from the fbx joints. However this is a general issue with fbx.
Instead of using fbx, it may be possible to get a custom importer from daz studio to your application of choice, this way you can convert bones properly. Both maya and blender have a custom importer for daz assets.
Or you can just add the leaf bones for the pectoral joints yourself of course.