• Unity Studio FBX exports model into Animation Pose
    4 replies, posted
I'm not sure if this is the right place to bring up a question like this, but I'll do so because I might as well. Regardless, when using Unity Studio to rip models from Pocket Shrek, whenever I export the model to its .fbx format, the model tends to be exported in an animation pose of the sort: [img]http://i.imgur.com/UGlz0nn.png[/img] HOWEVER! When I turn off the Skin Modifier in 3ds max, the model reverts back into its T-Pose: [img]http://i.imgur.com/WeVBXma.png[/img] The bones don't seem to match up though, so that's what I'm trying to figure out as to how to re-acquire that pose. Any ideas or help would be GREATLY appreciated!
right click on to your SKIN modifier(it should be already in stack) and choose COLLAPSE from pop up menu...then click yes and its done..your character will be in pose you want
[QUOTE=chrrox;51812130]right click on to your SKIN modifier(it should be already in stack) and choose COLLAPSE from pop up menu...then click yes and its done..your character will be in pose you want[/QUOTE] That seems to work somewhat, but I want the bone positions to be back in their t-pose, as well. Any way of going about that?
[QUOTE=The Prawn;51812803]That seems to work somewhat, but I want the bone positions to be back in their t-pose, as well. Any way of going about that?[/QUOTE] If that's how it comes out when you rip, then no. You'll just have to recreate the t-pose yourself. It shouldn't be too hard, you might be able to reset a lot of it by just resetting the rotations of all bones to 0 on all axis.
[QUOTE=simkas;51812855]If that's how it comes out when you rip, then no. You'll just have to recreate the t-pose yourself. It shouldn't be too hard, you might be able to reset a lot of it by just resetting the rotations of all bones to 0 on all axis.[/QUOTE] I see, but is there a way to reset all of the bone rotations at once to 0?
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