Forum: Poser 11 / Poser Pro 11 OFFICIAL Technical


Subject: FBX import w/skeleton...2% goes splat

SergeantJack opened this issue on Dec 13, 2020 ยท 5 posts


SergeantJack posted Sun, 13 December 2020 at 8:04 PM

Hi, thanks for looking. I have been importing models from the game Transformers: Earth Wars. They've got full texture sets, sensibly-named skeletons, and custom animations that I have been successful at importing through my pipeline into Poser 11 Pro. A few of the models, however, look like this:

Runamuck(Error).jpg

Triggerhappy(Error).jpg

For some reason, these models are exploding a bit upon import. I can't seem to figure out the problem; they load just fine in earlier programs in my pipeline; it's only when they're imported to Poser that they have this problem.

Any suggestions on what I could check? I'm using AssetStudioGUI to pull the models in, and then Noesis to check them and save them in an FBX format that Poser is mostly successful at loading.


NikKelly posted Sun, 31 January 2021 at 11:28 AM

Ouch...

Welcome, welcome to the 'Exasperating FBX' Club.

IMHO, PP_11 cannot reliably import any FBX after v~6.1. Recent v7.1~~7.5 seem to have three types of rig. The 'trad' one is usually okay. A second breaks to a few sub-rigs, may be 'herded' by parenting parts to place-holder using Hierarchy. The last explodes and/or 'splats' like an ST:TOS Transporter mishap.

The more modern the version, IMHO, the less chance of success. But there are a few honourable exceptions: I've found some v7.5 with 'Full IK' that import and pose without a fuss. Seems to depend on I/O plug-in version used by modelling program...

I've held off my upgrade to P_12 as I'm hoping for improved FBX I/O in mid-2021's 12.1 update...


SergeantJack posted Tue, 02 February 2021 at 2:04 PM

@NikKelly, thanks for the suggestion. I tried exporting it from the source as a 6.1 version. It was still broken, though not as badly as before. It's weird; I have brought in over 150 models from the source, and only 4 or 5 are broken like this. Same process, same pipeline, different results.


NikKelly posted Sat, 20 February 2021 at 7:40 PM

I'm not sure if helps but, IMHO, FBX rigs reported as 'Made in Blender' and rigged there usually crash, but those 'Made in Blender, Rigged in Maya' usually work correctly.Even when a recent FBX version, too recent to open with classic FBX Toolbox or nimble Open3Model Viewer...

eg Test-render of budget FBX 'alien-yellow-green' by Wofka from a Rendo rival. Arrived as intact rig, 100% scale, upright, was freely posed... quote:

3d model made in Blender. Rig in Maya. Textures in Substance Painter. Rigging - Controllers from Maya 2017 Built-in controller skinning all the bones.

/

testb.jpg


NikKelly posted Sun, 21 February 2021 at 9:29 AM

Unfortunately, there's no such thing as 'Maya lite' but, perhaps, some-one will figure how Maya's rigging differs from Blender's I/O options...

Like-wise MakeHuman's oft-quirky rig, which could offer an open-source alternative to LaF/H, so another route to grow away from Daz' legacy ??

As Open3Model viewer cannot yet grok the latest FBX version(s), their rig tree shape(s) are less accessible to inspection. Are there any similar open-source utilities ?? Or rig-modding tools ?? ( Perhaps I'm not giving Google the right search parameters...)

-- Sorry, gotta go, oldest tabby cat is howling: Either she missed 'Second Breakfast' and is duly disgruntled, or she's hunted another mouse from their garden rockery redoubt and is 'Counting Coup'...