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FBX .mesh Exporter difference in bone positioning


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I am experiencing the following issue:

 

I export a skeleton (human) which is partly skinned (Arms and hands).

 

Exporting it via FBX creates a hierarchy only with the skinned bones, as the .mesh exporter does as well.

 

But the FBX respects the roots transform  ('non exported' bones' transforms) in the scene, so the skinned part of the skeleton (Arms and hands) are in the correct place in the scene.

 

The .mesh exporter does NOT respect the 'non exported' bones' transforms, so the exported bones (hierarchy of arms and and hands) are in the wrong place in the scene, which is not desireable.

 

The FBX export is the desired one.

 

The issue with the FBX is, that it doesnt export blendshapes (or at least not import).

 

ty. werner

 

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