You probably would have to bake the animation to the gears or whatever rig setup you settle on to move content to Daz. Also, I'm willing to bet set driven keys cannot be exported/imported to Daz. But it is probably worth your time to see what you can find. Jumping from one animation program to another, each will have their own rigging requirement and like I said, not familiar with Daz. The importer then tries to keep the meshes in the correct position by shifting the pivot. So when you import the asset into Daz those group transform nodes go away. The position of you models is based on offest of the transform they're parented under. If you look at your setup in Maya, each group transform is at the world origin (0,0,0). My guess is that the group transforms you're using aren't support in DAZ. When exporting as fbx keep in mind everything you're trying to export isn't always compatible in the app you'd like to go to. fbx scenes loaded just fine into Maya for me, minus the missing animation. I am not that familiar with Daz or the 3DXchange pipeline, but hopefully I can help ya out! Thanks in advance for any help on this issue! Please note - the animation is run by a driven key attached to an extra attribute of the "wormhole gateway" node. I've attempted to include the Maya Binary scene file and the resultant FBX file, along with a playblast of what the resulting animation should look like in the target program. Is there some procedural combination of Center/Bake Pivot, Freeze Transforms, Delete > History, Etc., that I need to use on the gears one by one, or as a group, before I export the file? Or is there a special way that the FBX file has to be saved, some special set of options in Maya's export dialogue? Or, do I need to run the resulting FBX file through the Autodesk FBX Converter, and if so, with what settings? I tried exporting from Maya as COLLADA (DAE) format, but DAZ won't read the baked Animation from the resultant DAE file, so that's a no-go there (likewise OBJ and other formats are not a suitable replacement for FBX in this instance). I've confirmed that this isn't a problem with the way DAZ Studio interprets the FBX file after importing the file into Reallusion's "3DXChange" program (and back into Maya itself, just to be sure), I discovered that there, too, the pivot points were all set at 0, 0, 0, world center, meaning that they had to have come out of Maya that way in the first place. Thus when I click "play" on the Keymate timeline (or the regular DAZ Studio timeline) to play the Animation I baked into the FBX file, the gears go whirling all over the place instead of spinning around their own centers like they're supposed to (and like they did in Maya). The problem I'm having is that when I bring the file into DAZ, objects that I created in Maya - a series of mechanical gears mounted to a couple of rings - come in with their pivot points all at 0, 0, 0, the world center. I'm trying to export an FBX file from Maya 2017 for use in DAZ Studio 4.9.
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