Jump to content
  • Advertisement
Sign in to follow this  

.fbx file format and ik chains

This topic is 4704 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Does anyone have experience with the .fbx file format used with Maya? I'm attempting to export an animated character with IK chains in his legs, but fbx does seem to keep the skeleton and skin binded after exporting. Subsequently I lose all the animation from the waist down. Does .fbx have issues with IK chains? Is it the exporter in Maya that's the problem? Or do I need to fix the grouping and structure within my model? Any ideas would help, thanks!

Share this post

Link to post
Share on other sites
Sign in to follow this  

  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!