FBX - Rigging limitation: pre and post roation must match in current implementation

brandingavatarbrandingavatar Posts: 28
edited December 1969 in Daz Studio Discussion

Doesn't matter what FBX I am getting this error message on Start Up. Rigging limitation: pre and post roation must match in current implementation

I have created from a few different programs and they all do the same. When I open in other 3d programs they open fine.

Thanks

Steve

Comments

  • Cris PalominoCris Palomino Posts: 12,478
    edited December 1969

    poserman said:
    Doesn't matter what FBX I am getting this error message on Start Up. Rigging limitation: pre and post roation must match in current implementation

    I have created from a few different programs and they all do the same. When I open in other 3d programs they open fine.

    Thanks

    Steve

    You need to make sure that you give enough information to give you some helpful responses. What program are you trying to import the FBX into...DAZ Studio or Poser? What program did you create your mesh in...you said a few different ones, but didn't name which. You are trying to bring in a mesh where you have set up your rig in another program? Have you done others that have worked?

  • brandingavatarbrandingavatar Posts: 28
    edited December 1969

    I created in 3d studio max 2015 and lightwave 10 for Daz 3d.

  • Cris PalominoCris Palomino Posts: 12,478
    edited December 1969

    And have you successfully imported your FBX in the past, or is this the first time?

  • DAZ_SpookyDAZ_Spooky Posts: 3,100
    edited December 1969

    There are multiple rigging versions defined in FBX. We only support one for import, as the translation is complex. The FBX import was, intentionally, to support the ability to round trip to Motion Builder due to numerous feature requests. 3DS Max, IIRC, alone has at least three different rigging solutions.

  • brandingavatarbrandingavatar Posts: 28
    edited December 1969

    Ok.. Guess I miss had a understanding that FBX was an Universal export that works in any program.

  • DAZ_SpookyDAZ_Spooky Posts: 3,100
    edited December 1969

    poserman said:
    Ok.. Guess I miss had a understanding that FBX was an Universal export that works in any program.

    It is and it isn't. It is designed to be, but implementation hasn't always lived up to that ideal.

    Until very recently, Max, Maya and Motion Builder did not read or write it the same way. (Not sure they truly do yet, but with 2015 they are more consistent.)

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