Votes
0
Product:
ActorCore
Version:
1.0
Status:
Assigned
Issue 11162
Geo in Maya is rotated forward
In Maya, when you bring a FBX (maya template) from AccuRig the geo is rotated forward if its 180 cm or more (6 ft or more).
If it is 2 cm (tiny), then the object is NOT rotated forward but you can see that the skeleton is rotated -90 and
It also generates v_none for every geo you use in the rig and are hidden but rotated forward.
I also included the root rig with its -90 setting in the transformation node.

If you wanted to create blendshapes after the fact, the rotation would be a problem.

What are the V_none files for?
Why is the rig rotated.

It does this for FBX files whose up axis is Y and Z.
OS: Windows 10
Attachment:
  • maya_AccuRig.jpg
  • AccuRigError.PNG
  •  2
  •  276
Submitted byjulez4002
1
COMMENTS (2)
julez4002
Your full version of Autorig inside of Character Creator doesn't so this so I can only surmise that your free version of AccuRig was purposely built to add this crippled feature of body rotation baked into the node so you have to upgrade to the full version if you wanted to add blendshapes and such to your characters. 


I'll add step by step but my pictures in the previous post show the errors clearly. 

1. import fbx, obj in free AccuRig
2. rig character
3. export rigged character (new fbx) to maya 
4. import rig fbx into Maya
5. go to the root node of the rig and transformation has rotations for -90 on X

---

As for the vnone, that's just how Accurig deals wth blendshapes(morphs) I suppose if it reads them in the original file (in step 1). 

Trying to create blendshapes after the accurig procress is frustrating if your rig and geo are 90 degrees apart.
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Allen
Reallusion
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