

If not, then control-z or reload the scene. If everything is still working, then go ahead. Try deleting things if you don't know what they are (normally it's not smart to just delete things randomly, but extra junk will just add complications now) > Remove any reference objects, old models, and go through the hierarchy and see if there are any animation controls or joints that are just hanging around. In both cases, if you are close to the bind pose, then set keys for every controller at frame 0.Ĭlean up your scene. If you need to, you can load your bind pose model and just try to match everything up as close as you can. Try to get it as close as you can to your bind pose. If your using a rig with splines, this may be problematic as splines often move your rig a little. If you didn't, then go to frame 0, zero out all of your controllers. If you didn't create a bind pose, this is the time to do it. If it does work, then you can skip this guide and be happy. Some constraints won't work, sometimes the skin decides to attach to your FK instead of the IK. Surprise! It's all messed up! One of the big problem here is probably constraints. Your animation is awesome: Yay! Try to export it as an FBX. ***for future reference, if making a rig from scratch it will be best to just use parenting when you can instead of using constraints (or parent constraints) This can limit your rig significantly though, but you won't have to go through all of the hassles I outline here. Likewise, it is best to finish up all of the animations on your model before going through these steps. Once you go through this process, it can be difficult to make any changes to your existing animation. **I highly suggest making a pre-export version of your animation and a post-export version. *note: I'm on maya 8.5, but most of this info should still be relevant. The main problem is the FBX exporter (my version is 2008) will not export animation curves or constraints correctly, so to say the least, this causes some problems. I animated a model without any forethought of "will this export?" well.

FK/IK switching, set driven keys, multiple skeletons, constraints, parenting, multiple skins, etc. Beware, this method does take some time, but it will probably be faster than starting from scratch.Ī brief intro: I'm working with a fairly complex rig.

So this is a brief how-to for those that find themselves in a similar situation.

When I hopped onto the forums I found that several people had similar issues, but there wasn't a clear solution. I just found myself in fairly difficult situation recently with a very complex rig which went berserk every time i tried to export it.
