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Thread: Problem importing a bone hierarchy in Layout and Modeler

  1. #1
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    Exclamation Problem importing a bone hierarchy in Layout and Modeler

    Hi all.
    I have a problem when I want to import a complete hierarchy from an FBX file into Layout or Modeler.
    All bone pivots are not really good rotated.

    I tried to reset each bones but nothing changes.

    https://ibb.co/Qv9p9zg

  2. #2
    Goes bump in the night RebelHill's Avatar
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    There are a whole bunch of things to know about fbx bones and bindings. Things can vary a lot depending on the app used to create the setup, the method used by the creator, etc.

    All the answers with regard to LW are here...

    https://www.youtube.com/playlist?lis...0EDCD3471EE8FC
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  3. #3
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    is all this true for 2018+, was anything fixed/updated?

  4. #4
    Goes bump in the night RebelHill's Avatar
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    Yeah, its pretty much all the same, because the workings come from the arrangement of fbx itself, not LW. There've bee a couple small additions in LW, like maya style joints, which are Zbones which simply look like joints, so you dont have the visual thing of bones poking at funny angles, but the important mechanics of hierarchy, orientation and binding are still the same.
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    so is it preferable to use maya style joins so you don’t run into that weight map issue you mention in the videos or is it still best to stick with joints as you describe in the vids?

  6. #6
    Goes bump in the night RebelHill's Avatar
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    Eh... you sorta get a different issue.

    The weight issue with joints is that the "bone" section appears above the pivot, so the name of the weightmap and the name of each joint are offset by one (assuming the situation where you have the map names matched to each joint name), however the "position" is correct. See the joints bone piece in a section of geometry, that'll line up with that map.

    With maya style, the bone piece still appears as if above the pivot... but no, its actually below, just like a zbone would be, so the draw style is inverted. So in that case the "name alignment" seems to match correctly... but the aparent visual/position/placemtn looks wrong.

    So honestly... it doesnt matter, the important thing is that you stop thinking that this bone/joint, which has this name, and occupies this region of space should have the geo in that same region weighted thus, and with matched name. You should imagine as if the "bone" sections dont even exist, and weights are assigned ONLY to pivot points, because that IS how bone weighting works, what you see on screen is just a drawing, it has no actual meaning beyond that. And if you want to work that way but not risk confusing yourself, then you may just want to stick to Zbones and set them to be 0.1mm or something, so they appear pointlike.
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  7. #7
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    yeah i was reading elsewhere on here that maya style is just a draw option and zbones at min are equivalent of maya joints. thanks for clarifying.

    one thing, did the valkyrie bug requiring dummy bones get Fixed?

  8. #8
    Goes bump in the night RebelHill's Avatar
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    err... dont know. I presume not as it's an artefact of the way weights are assigned with LW joints, since you cant assign a weight to the last joint element, without having another joint below to complete the "bone" section. Ofc if in doubt again... just stick with Zbones and deal with the orientation difference in whatever way suits you.
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