>: CG Forums on 3dtotal - The best forums for CG artists :.
threedy forums home
 


Go Back   3DTotal Forums > Help, Advice and Chat > CG Chat

Reply
 
Thread Tools Display Modes
Old 09-10-2015, 08:17 PM   #1
BMelnrick
Registered User
 
Join Date: Oct 2015
Location: Greater Seattle Area
Posts: 1
Thanks: 0
Thanked 0 Times in 0 Posts
Maya 2015 FBX export issues and importing into Maya 2016

Hi All,

I'm relatively new, so apologies in advance if this seems like a silly/easy little fix, or if someone has already posted a similiar question to the forum. I'm trying to export a skinned model from Maya 2015 as an FBX and import it into Maya 2016, but I'm having trouble. I decided I'd ask y'all and see what you think. Just to make it easier to understand, I'll go through my process.

In the Outliner, I SHIFT+LMB all the groups in the outliner that contain the geometry, joint chains, and IK handles. After that, I make sure to select them all from the Outliner and then choose File-->Export Selection-->FBX Export. After saving the export file, I get a warning/error message box.

The Warning and Error message says:


--------------------------------------------------------------------------------
Skin Definition (2):
The plug-in has found the following skin definition problems :
Unable to find the bind pose for : / root / spine01 / spine02 / spine03 / spine04 / neckBase / neck01 / head / headBack. No bind poses in the hierarchy containing the object will be exported.
Unable to find the bind pose for : / root / hip_R / knee_R. No bind poses in the hierarchy containing the object will be exported.
--------------------------------------------------------------------------------


Because I was unsure as to what I needed to fix, I copy/pasted the newly created FBX export file into the scenes folder of the Maya 2016 project. After setting the project, creating a base scene, and saving it, I then attempt to Import the file into the scene, resulting in this message:


--------------------------------------------------------------------------------
Warning: Local Transform Changed (36)
The FBX plug-in has detected Non-uniform scaling values. The following nodes (or their parents,) have non-standard Maya scaling inheritance (RSrs). The plug-in will re-compute their local transforms to match their correct global transforms and re-plot the transform animation frame by frame. These nodes might have interactive behavior in Maya that differs from the source application.
spine01
spine02
spine03
spine04
neckBase
neck01
head
maw
mawENd
headBack
hbackNull
backNull
clav_L
shoulder_L
elbow_L
wrist_L
handNull
thumbNull
clav_R
shoulder_R
elbow_R
wrist_R
hip_L
knee_L
knee2_L
ankle_L
footNull_L
footBackNull_L
kneeSpike_L
hip_R
knee_R
knee2_R
ankle_R
footNull_R
footBackNull_R
kneeSpike_R
--------------------------------------------------------------------------------


After I close down the message box, nothing shows up in any of my view panels. I can, however, see that "something" has been imported in my Outliner. Essentially, Maya imported the FBX file and generated empty group nodes for each object I tried to export (same naming convention, layout, etc.), except none of the geometry, joint chains, or IK handles are actually available to work with...

If anyone has any idea what could be going on, I'd really appreciate it! Thank you for you time and thoughts.
BMelnrick is offline   Reply With Quote
Reply

Tags
2015, 2016, export, fbx, maya


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 09:09 PM.


Powered by vBulletin®
Copyright ©2000 - 2019, Jelsoft Enterprises Ltd.
all images displayed on this site are copyright the original artists and may not be reproduced, copied or published elsewhere without their express permission