![]() ![]() Note the documentation states that " * Mesh translate values should be (0,0,0) before being parented to the joints." Happy animating, and check out the dev hub link, I’m skipping what is already documented. ![]() I guess the FBX import/export workflow (and documentation) will be updated in the future, but until then, this should get Maya users started. In addition to the developer hub guidelines, note that if you have “input connections” or “constraints” checked, then the roblox importer will fail(if you use them), and you will get an incomplete import.Īnd if you use a controller rig + constraints, just select the export rig(select hierarchy on “Root”) ![]() Use the old rig as driver, by parent constraining each new joint to their old counterparts. (this means you cannot use the “Orient Joint” maya feature, for now atleast) So if you already have a rig and animations, then rebuild a second rig by creating 1 single joint, and duplicate that around. The export rig joints cannot have “joint orient” values. ![]()
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