![]() ![]() My process has basically been to drag / drop the FBX into Maya, and put the model into Bind Pose, and view data in Maya's Component Editor.īelow is a picture of Normals from the fbx file from my Importer using FBX SDKīelow is a picture of the same vertex but as seen in Maya's Component EditorĪs seen above there is some error in the Nomal values in the hundreds decimal place, while the Position values are basically identical.īelow is another picture of the same data, but after deleting the Skeleton, and re-exporting from Maya to a new FBX file My problem I have currently, is that when I am importing the Normals from FBX SDK, they appear to be slightly off compared to that of Maya for skinned meshes only (aka meshes that are bound to a skeleton) and have animation data. addWidget( self.I am currently writing a FBX Importer using FBX SDK 2020, and I've been validating that the data I have is correct, by dragging and dropping the FBX into Maya, and viewing what Maya's Component Editor shows the data to be. animation_clip_checkbox, SIGNAL( 'toggled(bool)'), self. bake_animation_checkbox, SIGNAL( 'toggled(bool)'), self. 'IMPORTANT: Untick "Resample Curves" in Unity to keep the stepped ' setToolTip( 'After baking animation, attempt to set tangents to step. setToolTip( 'Apply euler filter to rotation after baking.') 'For safety, this requires saving the file before.') setToolTip( 'Use a customized bake method. setToolTip( 'Only export animation without geometry. setToolTip( 'Include input connections when exporting.') setContentsMargins( margin, margin, margin, margin)īutton_small_height = apply_dpi_scaling( 22)īutton_large_height = apply_dpi_scaling( 26) Main_vertical_layout = QVBoxLayout( main_widget) Pass # Prevent key press events to propagate to Maya pluginInfo( 'fbxmaya.bundle', q = True, loaded = True): remove_clip_button = QPushButton( 'Remove Selected Clips') add_clip_button = QPushButton( 'Add Clip') start_end_radio = QRadioButton( 'Start/end') time_slider_radio = QRadioButton( 'Time slider') animation_only_description = QLabel( 'Blendshapes are not exported') # we need both of these to make the window order behave correctly setMinimumWidth( apply_dpi_scaling( 350)) Window = ExportFbxToUnity( parent = get_main_maya_window()) ![]() Return wrapInstance( long( ptr), QMainWindow) ![]() Maintain step tangent for keys (useful for stop-motion style animation) Get_main_maya_window Function create Function delete Function ExportFbxToUnity Class _init_ Function keyPressEvent Function hideEvent Function delete_instance Function after_open_file Function remove_callbacks Function show_window Function create_window Function create_label Function create_spacer_item Function create_separator_layout Function toggle_start_end Function toggle_bake_animation Function toggle_animation_clip Function add_clip Function remove_clip Function table_cell_changed Function set_export_path Function export Function bake Function get_time_range Function custom_bake Function remove_non_transform_curves Function apply_euler_filter Function export_fbx Function close_window Function save_file_option Function save_time_range_option Function save_input_connections_option Function save_constraints_option Function save_animation_only_option Function save_bake_animation_option Function save_euler_filter_option Function save_has_stepped_option Function save_animation_clip_option Function save_animation_clip_data Function load_options Function load_clips Function apply_dpi_scaling FunctionĬustomized bake process and fbx settings suited for use with Unity and possibly other game engines as well. ![]()
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