bung left foot FBX exports
WendyLuvsCatz
Posts: 38,202
it is actually the way the clothing fits ( my foot is hidden, it's normal) but this occasionally happens
in Unreal as well as iClone, it is actually the FBX file itself
Carrara conversions do it too but I have been empathically informed that is because DAZ no longer supports it's later content in Carrara
(maybe because the same issues keep rearing their heads in other software they don't own they could look at it)
I tried looking at weightmapping, baking rotations on the clothing to no avail
apparently it is tPosed not Aposed unfitted too
an animated FBX export from D|S in Windows Model Viewer is even worse
https://www.facebook.com/wendy5/videos/10222174452984304
Post edited by WendyLuvsCatz on
Comments
Wild shot in the dark. Read somewhere that if footwear is made a certain way, the polys can go weird. So they are better made used proper symmetry rather than by using the manipulator to flip them over for the other foot. This matters for dForce, have no idea if it matters for the above.
A or T pose, ... wild idea, try remaking the footwear. Export out the .obj as they should be appearing on the figure [have to hide the figure before exporting objects or everything is included in the export - don't ask - don't know why - just is so]. After removing the footwear from the scene, import in the new obj files and run the transfer utility to make new footwear. Save that footwear. Texture, save mats, whatever. Then try exporting for the fbx files. Hopefully no more bung foot.
yeah am thinking will need a reimported obj
I might just use different boots though, I have plenty
is how I fixed previous problem ones