Fumé
30-03-2008 17:55:17
Hi everybody,
we are having troubles with a rigged character that comes out 90 degrees rotated around the x-axis when exported with ofusion. See this screenshot from lexiview
As you can see in the following screenshot the character is fine in the ofusion viewport so obviously there is a difference in how the orientation is handled during export. I didn't get around checking that yet but my guess is that there is an additional rotation in the osm file. But we would like to get rid of this rotation so as to have a mesh that is properly oriented by itself.
We noticed that the x-orientation when selecting the character is 90 degrees for the x-axis so this is likely where the problem is. When setting this to 0 the character mesh gets rotated (as one should expect) but apparently due to the way the rig works, the animation is still oriented the same in both the 3ds and ofusion viewports. But for the exported model the animation is correct this way, while the bind-pose is rotated by 90 degrees.
Probably what one has to expect I searched the forum, read a lot about reset xform and tried it out. Including copying the skin modifier, resetting the x-form, collapsing the xform modifier with the mesh and pasting the skin modifier back in. Unfortunately, this completely messes up the mesh.
Any suggestions would be much appreciated! You can find the 3ds9 file here
Thanks!
Markus
PS: the character was modelled and rigged in Maya and the animations were plotted onto the rig in Motion Builder. We are also trying to resolve the problem from this end but no luck so far.
we are having troubles with a rigged character that comes out 90 degrees rotated around the x-axis when exported with ofusion. See this screenshot from lexiview
As you can see in the following screenshot the character is fine in the ofusion viewport so obviously there is a difference in how the orientation is handled during export. I didn't get around checking that yet but my guess is that there is an additional rotation in the osm file. But we would like to get rid of this rotation so as to have a mesh that is properly oriented by itself.
We noticed that the x-orientation when selecting the character is 90 degrees for the x-axis so this is likely where the problem is. When setting this to 0 the character mesh gets rotated (as one should expect) but apparently due to the way the rig works, the animation is still oriented the same in both the 3ds and ofusion viewports. But for the exported model the animation is correct this way, while the bind-pose is rotated by 90 degrees.
Probably what one has to expect I searched the forum, read a lot about reset xform and tried it out. Including copying the skin modifier, resetting the x-form, collapsing the xform modifier with the mesh and pasting the skin modifier back in. Unfortunately, this completely messes up the mesh.
Any suggestions would be much appreciated! You can find the 3ds9 file here
Thanks!
Markus
PS: the character was modelled and rigged in Maya and the animations were plotted onto the rig in Motion Builder. We are also trying to resolve the problem from this end but no luck so far.