Hi, I´ve been trying to fix an issue I´ve encountered when exporting a single ball with extrusion (the model looks like a phantom from pac-man, really simple geometry) and I happen to have 1 bone which goes down upwards (3 chain simulating spine) and 1 bone parented under this setup as a "leg" with a simple 2 chain.
I transform (rotate) the 2nd bone from the spine, and the root of the "leg" to give animation.
Then I plot both of these in fcurves from the animation-plot-all transforms menu. I see the dialogue and mark everything accordingly.
Next, I export the enveloped mesh with these 5 bones to FBX format. I check everything accordingly. Export to Unity folder for objects (of my project)
When I import it, the mesh is twisted in weird axis on the leg, which means that the 2 bone chain leg , is somewhat "twisted" from softimage.
This is confusing, because I have clicked on FREEZE all transforms, and SET neutral pose.
I´ve tried drawing the bone on the right viewport, top viewport and front viewport.
I´m using softimage 2011.5 but I cannot get the mesh and the animation correctly exported to Unity 3D 3.1 in .fbx format without twists!
I´ve seen other samples to export HUMAN rigs. That´s not an issue, I would like to create my simple 5 bone rig..and export it...
Why autodesk? why maya and not softimage integration with Unity? How do I solve this?