Trouble with FBX

Bonjour,

I have trouble when i export my animation,
I try to animate the hand between to poses

Do you have any advice ?
Thank you

FBX_hand2.png
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fbx_trouble.png
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fbx_hand_deformation.png
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Post edited by pendha-2337404 on

Comments

  • Richard HaseltineRichard Haseltine Posts: 100,941
    edited December 1969

    Which application are you exporting from and which application are you importing into? Which figure or figures are you using?

  • pendha-2337404pendha-2337404 Posts: 0
    edited April 2014

    i use Genesis2, i put a pose at the frame15 , and i select the hand at the frame10 so i change the hand pose controll parameters ...

    i export the scene.fbx and import it into DAZ to chek, so i see my fbx is not good

    i re-install Daz, but nothing change ...

    Post edited by pendha-2337404 on
  • Dream CutterDream Cutter Posts: 1,222
    edited December 1969

    From what I see it appears like the pose control you are applying is a morph (vertex animation) and in FBX you are using bone parameters to affect the joint.

  • pendha-2337404pendha-2337404 Posts: 0
    edited December 1969

    thanks for your replies,
    i need to understand why,
    when i only apply a change on the hand via Pose controller in an animation,
    with a DAZ Figure,
    the animation changes can not be exported correctly ?

    is it my version of DAZ ?

  • Dream CutterDream Cutter Posts: 1,222
    edited December 1969

    Animations can be exported ok however some apps will not recognize FBX vertex animation but do animate joints (2 polygroups) rigged with bones. Or vice versa. SO it kind of depends what app you are importing the fbx into also. I think it may be that in DS you animated the hand using morph control and baked that into the FBX keyframes. If the importing app makes that vertex adjustment, it may not also be adhering the bone rig or if a bone rotation was mad e, the vertices in the hand may be also representing a prior morph. The other possibility is that the imported FBX did not bind the mesh topology to the rig (poly groups & vertices blending bone assignments). Only so much can be determined from the images with out specific objectives defined.

  • kitakoredazkitakoredaz Posts: 3,526
    edited April 2014

    Hi Dream Cutter, I understand what you said, but It seems different problem.

    eg,, genesis hand poze controlls (Right Fingers Fist) are Controllers to bend finger bones.
    Actually they just rotate bones and change each rotate value. not use vertex morph.

    In my pic1, I select all node of genesis, then check cullently used,
    as you can see, bones of fingers X,Y,Z rotate value are moved, then Right finger Fist is controller.

    (the MCMjulieFingerFistR changed simply because product bag, not multipled the character,
    so that when I use some poze controller, all character applied the Julie morph^^;
    I have reported other controller about Julie, then DAZ correct it,,
    but DAZ do not check other controller,, just corrected one I think,,,

    I believe these bone rotated values should be recorded as FBX.

    but when I tested (just export from Daz Studio as FBX, with option check morph (the ctrl name active too)
    then re-import same FBX to Daz studio) it is pic2.

    it seems not keep the value of each finger rotation.
    the imported FBX genesis not rotate any finger bone.(ERC linked by Controller)
    the hand bend is keyed by manually rotate (not use controller) then it move without problem.

    it is not problem about other aprication.(though I do not test same FBX file with iclone etc)
    just use DAZ studio, and export FBX , then import same FBX file.
    I do not know when it happen (exported , or imported)
    but it is actuall problem of daz studio FBX (test with current product ver

    I suspect,, DAZ FBX seems not record, ERC changed bone rotate value.

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    FBXpic1.JPG
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    Post edited by kitakoredaz on
  • kitakoredazkitakoredaz Posts: 3,526
    edited December 1969

    Then to remove this problem,, I think , not use Poze controller, for animation key (if Export FBX etc)
    THen Is their easy way, to keep current rotation without Controller?
    that means,, copy current roation values as "raw" value.

    I sometimes feel same difficulity when save poze preset in daz studio.

    even though I make poze by PozeController,
    I believed, I just need to check on each node rotattion value to save current poze.
    but when Actor pozed ERC(poze controller), I must need to check on poze controller value too.
    it often my brain exprode,,, (to save values which I hope only):shut:

    I think,, poze preset duf,, and FBX seems memorize raw value. not memorize real current value.
    if the rotation caused by ERC, the raw value keep zero.

    rawvalue.JPG
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  • Dream CutterDream Cutter Posts: 1,222
    edited December 1969

    Hi Dream Cutter, I understand what you said, but It seems different problem.

    eg,, genesis hand poze controlls (Right Fingers Fist) are Controllers to bend finger bones.
    Actually they just rotate bones and change each rotate value. not use vertex morph.

    In my pic1, I select all node of genesis, then check cullently used,
    as you can see, bones of fingers X,Y,Z rotate value are moved, then Right finger Fist is controller.

    (the MCMjulieFingerFistR changed simply because product bag, not multipled the character,
    so that when I use some poze controller, all character applied the Julie morph^^;
    I have reported other controller about Julie, then DAZ correct it,,
    but DAZ do not check other controller,, just corrected one I think,,,

    I believe these bone rotated values should be recorded as FBX.

    but when I tested (just export from Daz Studio as FBX, with option check morph (the ctrl name active too)
    then re-import same FBX to Daz studio) it is pic2.

    it seems not keep the value of each finger rotation.
    the imported FBX genesis not rotate any finger bone.(ERC linked by Controller)
    the hand bend is keyed by manually rotate (not use controller) then it move without problem.

    it is not problem about other aprication.(though I do not test same FBX file with iclone etc)
    just use DAZ studio, and export FBX , then import same FBX file.
    I do not know when it happen (exported , or imported)
    but it is actuall problem of daz studio FBX (test with current product ver

    I suspect,, DAZ FBX seems not record, ERC changed bone rotate value.


    Interesting. I have been comparing FBX export results from DS and Carrara and even where supported feature set seems similar in both apps there appears to be lots of inconsistencies. I'm no expert although I suspect with respect to ERC - since it can be a combo of morph & joint parameter in one dial it must be more complex to translate to FBX. I noticed that it (fbx) was an area not addresses in the latest beta. Hope it gets some priority in the dev cycle again.
  • kitakoredazkitakoredaz Posts: 3,526
    edited December 1969

    I have not clear knowledge about FBX,, just reported what I see,,:red:

    It is difficult for me,, because,, the imported FBXgenesis fingers mesh are actually deformed in daz studio,,
    as if it rotate rigs,, but finger bones do not rotate at all ,,,

    And I can see The Controller in the imported FBX,, now it turned as vertex morphs (maybe ,,baked) ^^;

    on flame 3, flame 4,, (I set key flame 0 and 5 only then exprot FBX)
    the animation move vertexes as linea ,,then it is really dirty animation.^^;

    there are two problems I think,,,,
    Controller should not be baked as morph in FBX. because it just change rotate value,
    and vertex are animated by weight map. so that it can keep smooth animation.

    and the Current rotation value should be recorded correctly ,even though it caused by Controller.

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