So I've been having this error for a while now thinking Max was giving a false positive, but after animating a parent bone of the bones in question it turns out it isn't. The error is as follows:
[code]One or more objects in the scene has local axes that are not perpendicular to each other (non-orthogonal).
The FBX plug-in only supports orthogonal (or perpendicular) axes and will not correctly import or export any transformations that involve non-perpendicular local axes.
This can create an inaccurate appearance with the affected objects:
-L_Middle1
-L_Ring1
-L_Pink1
-L_Thumb1
-L_Index1
-R_Pink1
-R_Ring1
-R_Middle1
-R_Middle2
-R_Index1
-R_Index2
-R_Thumb1
-R_Thumb2[/code]
And here is a .webm of the effect of the error. I only animated the upper arm and shoulder, not the fingers. But since they are parents it has an effect. I did some searching and there seems to be tons of causes for this issue and I tried a number of solution such as resetting the pivot but alas no luck. The Mesh is 1 object so that can't be the problem either. If I reimport the .fbx I noticed that the fingers were a bit bent compared to how it should be.
Before export:
[img_thumb]https://i.imgur.com/1Ii2LNV.png[/img_thumb]
After export:
[img_thumb]https://i.imgur.com/6baggkJ.png[/img_thumb]
And a video of the problem:
[vid]http://a.pomf.se/mqwdxt.webm[/vid]
I know I could probably fix this by recreating the bones but I want to know what could cause such a problem so I could avoid it in the future. The strangest part to me is that I copied one arm to the other side and yet one hand gets more errors than the other, which leads me to believe that I could have something to do with the skinning since they might differ a bit from each other.
how exactly did you place the bones? Did you use the scaling tool at all?
[QUOTE=MaxOfS2D;45570798]how exactly did you place the bones? Did you use the scaling tool at all?[/QUOTE]
Oh crap that must be it. I redid a part of the mesh and I think I used the scale tool so the bones would match up better with the mesh. Thanks Max. Looks like I'm going to have to redo part of the skin.
[QUOTE=Dakarun;45570965]Oh crap that must be it. I redid a part of the mesh and I think I used the scale tool so the bones would match up better with the mesh. Thanks Max. Looks like I'm going to have to redo part of the skin.[/QUOTE]
yeah, never ever use the scaling tool when placing bones that's just asking for trouble
and you probably used the scaling tool without placing yourself in local mode on the gizmo first, which is where it induced the non-orthogonality
here's a protip: go to animation > bone tools and click on "bone edit mode", it allows you to move bones freely even if they're linked, it's very useful
[QUOTE=MaxOfS2D;45571579]yeah, never ever use the scaling tool when placing bones that's just asking for trouble
and you probably used the scaling tool without placing yourself in local mode on the gizmo first, which is where it induced the non-orthogonality
here's a protip: go to animation > bone tools and click on "bone edit mode", it allows you to move bones freely even if they're linked, it's very useful[/QUOTE]
Thanks man, I'll keep it in mind. With local mode do you mean under Hierarchy using the working pivot? Or is it something else?
[QUOTE=Dakarun;45571792]Thanks man, I'll keep it in mind. With local mode do you mean under Hierarchy using the working pivot? Or is it something else?[/QUOTE]
[IMG]https://dl.dropboxusercontent.com/u/3797350/hosting/2014-08/2014-08-02_16-57-59.png[/IMG]
[editline]2nd August 2014[/editline]
those are set independently for move / rotate / scale
[QUOTE=MaxOfS2D;45571931][IMG]https://dl.dropboxusercontent.com/u/3797350/hosting/2014-08/2014-08-02_16-57-59.png[/IMG]
[editline]2nd August 2014[/editline]
those are set independently for move / rotate / scale[/QUOTE]
Fantastic, thanks!
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