bung left foot FBX exports

WendyLuvsCatzWendyLuvsCatz 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

  • Catherine3678abCatherine3678ab Posts: 8,335
    edited October 2020

    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.

    Post edited by Catherine3678ab on
  • WendyLuvsCatzWendyLuvsCatz Posts: 38,202

    yeah am thinking will need a reimported obj

    I might just use different boots though, I have plenty devil

    is how I fixed previous problem ones

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