When I export them with FBX format, the direction setting of the bone is lost.
![denpabi](https://secure.gravatar.com/avatar/60c7d16e73e9a3f2a2a3d2604c8dc483?&r=pg&s=100&d=https%3A%2F%2Fvanillicon.com%2F60c7d16e73e9a3f2a2a3d2604c8dc483_100.png)
When I export them with FBX format, the direction setting of the bone is lost.
The direction setting of all bones becomes the direction same as a route.
When I bend a finger, it is necessary to change the value of 3 axes.
When they choreograph a whole body in this, work loads increase.
Strange drift happens when I fail in setting a little.
If the direction setting of the bone is exported normally, I think that I finish it by changing the value of 1 axis.
I wish a program is updated so that the direction setting of the bone is exported.
It is very splendid if immediate.
![](https://farnsworth-prod.uc.r.appspot.com/forums/uploads/thumbnails/FileUpload/73/d2aad16581adb46376631d07e8f859.jpg)
![](https://farnsworth-prod.uc.r.appspot.com/forums/uploads/thumbnails/FileUpload/73/d2aad16581adb46376631d07e8f859.jpg)
fbxexport.jpg
658 x 630 - 37K
Comments
What application are you going to?
In DAZ FBX, the orientation of the bone is reflected in the PreRotate and PostRotate. I know DAZ FBX to maya and motionbuilder works as expected.
Thank you for checking with them.
Applications used is unity3D.
Another, it is contained in FBXViewer FBXConverter2013.1.
Other models in the FBX rotation is not lost.
Results are different even in the same application made by Autodesk
So what's the difference? Whether there is a difference between a minor format?
Unity transforms do not support a PreRotate or a PostRotate, but any animation exported out of Studio will get converted correctly. Are you animating the character inside Unity?
FBXConverter2013 is not real helpful because you can't animate in it. Granted it does seem to indicate that the bones are not oriented right, I assure you that they are. If you open it in MotionBuilder or Maya, it will be correct. To test this in FBXConverter2013 , you could save the fbx file in ascii format and then change a single rotation value on one the fingers in the text file and it would rotate along the correct axis.
Creating animation was done in unity3D.
There is a data model that the orientation of the axis is reflected in unity3D,
I'll try to compare text files.
It doesn't work for me. I tried every 3d app (3ds max, MotionBuildre, Maya, Cinema4D). The local pivot of the bones align to the world, and not to the bones. I also tried a lot of version of fbx, but none of theme work. Do anybody know a solution?