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right click on the FBX file in asset browser and edit import settings ... there is a flip 180 degree or do nothing... based on your DCC you may want to choose one of them.
But, how i can setup character if i create Y+ its front and Z+ it's up (In CryLegasyAnimation) all looking like i create, but in EMotion FX no, the character stand reversed, back side looking to front.
p.s.
in Maya setup all precisely like in Lumberyard orientation
p.s.2
Or this docs (Rigging Characters) not actual ?
SUPER !!! You right Gamely. All looking good. :) Thank you Gamely and Castor for help me find answer !!!
Some additional thing to keep in mind is to also use the same setting for your motions. Otherwise the motion data coordinate system doesn't match the actor's coordinate system.
The reason why on default there is a rotate 180 degrees is to make the entity's forward vector point into the direction the character is looking towards with its eyes. This assumes you model your character in such a way that you see the face of the character in front view of your DCC tool (Max or Maya for example).
If you set it to "Do Nothing" the forward direction of your entity will point behind in the opposite (so behind) direction of the character.
"The reason why on default there is a rotate 180 degrees is to make the entity's forward vector point into the direction the character is looking towards with its eyes. This assumes you model your character in such a way that you see the face of the character in front view of your DCC tool (Max or Maya for example)."
Now i understand why default "rotate 180 degrees". But for me it's very strange, i every time trying create all like needed. If front +y, it mean +y and no more convertation. Only for good looking in DCC viewport change orientation bones and geometry hmm. This only my looking on this and i am not professional in game development. In any case thank you John for understand why "rotate 180 degrees" is default set :)
Hi @REDACTEDUSER
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So you want to orient the root joint of your character to match the orientation of the "Lumberyard default" axis. To do this, you need Joint Orient values on your root joint - values of 90.0 / 0.0 / 180.0 in the x/y/z fields will rotate that joint accordingly. Make sure that the rotation values are in the Joint Orient fields, and NOT in the rotation fields - you must all rotations zeroed out on the root joint to export your character. Obviously, you will have to unparent the root joint to do this, as well as reset your bind pose, but if you start with a root joint at this orientation, and then leave other joints in your skeleton at any orientation you like, your character should end up facing the same direction. Hope this helps!
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Hi @REDACTEDUSER
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So "forward +Y" in Lumberyard is "negative -Y" in Maya default Z-up. Hope that helps clarify.
Hi Castor. Sorry for so many questions. "If i work in Maya and Z-Up axis".
I have problem with viewport example "Front View"
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To fix that i change Front View camera orientation on z axis on 180
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Then working with my model like in Lumberyard orient system. And my root joint will have zero on orientation and rotation.
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When i export to Lumberyard, i set "FBX Export->Axis Conversion->Up Axis" to Z.
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After load my fbx to Lumberyard Editor i set "FBX Settings->Coordinate System change" to "Do nothing" for Actor and Motion.
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And all looking like i create in Maya. Is that correct way, working with Maya Z-up axis ?
And some about coordinate system.
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I think that is a equal coordinate systems. Just observer have different position. To check that we can set some point (0.5f, 1.0f, 0.5f) and then set camera observer to some position like (2.0f, 2.0f, 2.0f) in each variants we will see equal world. Or no?
Thank you Castor for help.
p.s. Sorry for my persistence, i work with my game, alone. And for me very important deeply understand all.
Wow, Castor, you excellent helped me understand all !!! :)
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