Bones of fitted item disappear after exporting to an fbx
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I grabbed a tail from a genesis figure and made some modifications to it so that I could use it in genesis 8. Now I can fit it to genesis 8 without losing the bones from the tail, but when I export to an fbx and open in blender, the tail bones are not there. Can someone tell me what I should do so that the bones won't disappear when I export to an fbx? Just pointing me to the right direction on how to do it would be very appreciated too.
Comments
Be sure to include the bones before exporting.
What settings are you using for the FBX Exprter? I suspect this is down to the option to merge skeletons for fitted items.
Thank you for answering. I forgot to tell that when I export the same tail when it is fitted to genesis1 (and without my modifications to fit genesis 8), the tail skeleton is exported correctly.
The bones are visible in the node view. Is there a specific way to include them for exporting? They are fitted to the genesis 8
Here are my export settings:
https://www.dropbox.com/s/wkemf15rvbj3p1e/export image.jpg?dl=0
I suspect it's the Merge Clothing Into Figure Skeelton that's doing it, but not using that is likely to have issues of its own. Can you export the modified tail separately, then copy the relevant bones across to the merged skeleton in Blender? (I'd assume the answer is yes, but how practical it would be or how it would be done I don't know.)
Yes, merging the skeleton in blender is a good workaround for the problem.
After fighting with this for hours I realized I forgot to do the "Set graft faces for attachment" thing on the geometry editor. After doing that it seems DAZ considers the tail to be part of the figure (and not just a general attachment, like clothing) and exports the skeleton joined together with the main skeleton.
Finally it works now, thank you for your suggestions!
Just in case anyone with the same problem find this thread, the problem appeared again, but this time with a tail that was made for Genesis 8. What worked this time was to uncheck the "merge clothing into figure skeleton" in the fbx export settings, like Richard Haseltine suggested.