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ok thanks very much. I will try this out and get back to you on the outcome. :)
Hi Castor... I was able to fix the issue by changing the Joint Orient values to what you wrote above, reset the bind pose, etc.. The one thing that helped was deleting all history on my skeleton after setting up the Joint Orient values before reskinning. Thank you for the assistance!
Hi @REDACTEDUSER
I notice in your Maya screen shot that although the root joint of your skeleton is oriented correctly for Lumberyard from a Y-up Maya scene, you have rotation values on the root joint. The root joint matrix should be at identity (0/0/0 for translate, rotates and scale), so any rotation values need to be set in the Joint Orient values on the joint. So your Joint Orient values should be 90/0/180, while your actual joint rotation values should be 0/0/0. This should be the case for the root bind pose of the character (the Actor in EMFX) so if you change the root orientation of your export skeleton, you will have to reset the bind pose of your character, and also reexport all animations using this character skeleton so that they are correctly oriented with your base skeleton. If your export skeleton has a rig on top of it with constraints, beware if your base skeleton and rig are referenced into your animation files, as the animation file reference node will "remember" the orientation of the constraint, and may snap it back into its (previous) undesirable position. An easy way around this is to rename any constraints on the root joint. Hope this helps, please keep us updated with your results. You can also look at a similar post here:
https://forums.awsgametech.com/t/lumberyard-1-11-0-0-emotion-fx-reverse-joints-on-import-fbx/4085/1
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