Mesh with bones out of position

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Mesh with bones out of position

Postby ahrenm » Mon Oct 08, 2018 10:12 am

ahrenm Mon Oct 08, 2018 10:12 am
Hi there,

I'm doing some tech tests with character assets generated out of iClone. Some of the character components (eyes, teeth & tongue) exist outside of the std hierarchy but use a root bone to handle translation. Unity renders these correctly but Octane is apparently missing the relationships. Does anyone have any ideas about how best to correct this?

OctaneError1.JPG


Ahren M
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Re: Mesh with bones out of position

Postby ChrisHekman » Tue Oct 09, 2018 8:23 am

ChrisHekman Tue Oct 09, 2018 8:23 am
Hi Ahrenm

Could you send me your scene?
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Re: Mesh with bones out of position

Postby ahrenm » Tue Oct 09, 2018 10:51 am

ahrenm Tue Oct 09, 2018 10:51 am
PM sent
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Re: Mesh with bones out of position

Postby ChrisHekman » Tue Oct 09, 2018 2:34 pm

ChrisHekman Tue Oct 09, 2018 2:34 pm
The issue seems to be that the static mesh is updated on the octane side, only when its rootnode or its children change.
Your model uses child-bones as the root bone for the eye and teeth model.

I'll see if i can fix this issue. If you cant wait for the fix, you could try to re-do the bones, by making every skinned mesh use the same root bone.
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Re: Mesh with bones out of position

Postby ahrenm » Tue Oct 09, 2018 11:01 pm

ahrenm Tue Oct 09, 2018 11:01 pm
Not uber urgent.
Will have a tinker with aligning the mesh renders. Last time I did that it broke the rig, so might have to take more care ;-)

Thanks for the ping back.

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