360 rotation not playing on import
Hello!
I am trying to troubleshoot why I am missing a 360 rotation from my animation.
I created a rig in maya, referenced it into my animation scene, bake the keys into two separate anim layers.
I export my fbx and import the fbx into lens studio. The animation comes across. However I am missing a 360 rotation as part of the animation. Anyone have any tips? Or help verifying where the problem is taking place?
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Hey Michael.
Can you re-open your FBX file in Maya or any other 3D software then check if you still have your rotation animation in the file?
Also please checkout the Maya export guide.
Best,
Amir.
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Yes, I can confirm that the FBX file works in FBX review and Maya.
In the mean time, I figured out a semi-solution. Not sure its a Lens Studio issue. Not sure what the issue is yet. My joints are parented to their nurbs ctrls that have all of the animation on them. I just copied the animation from the nurbs ctrl for the 360 rotation directly onto the joint and cleared it off of the nurb ctrl. It seems to come into lens studio fine now.
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Yes that's completely correct. You can do a Parent Constrain to your joint to the NURBS Controller that you have. That way we keep the hierarchy clean with just the joints and no other objects are in it. You should be able to do the same rotations like you have right now, but the only difference is, you can now BAKE animation on the Joints and remove the NURBS controllers.
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