I switched to maya and i encounter some problems. I’m not quite sure i do something wrong or this is a bug. I never had this issue on blender.
I have a riged character, 80 bones, animation backed on the bones.
When i export it as babylon file, it’s creating a weird skeleton architecture with lots of skeleton groups (i expected to have just one) above my bones. It’s like it’s duplicating many bones on different skeleton groups.
While i have 80 bones on maya (and nothing else except skinned geometry) i obtain more than 600 bones duplicated on different skeleton groups (more than 45 groups) in BJS.
What’s weird is that the animation is correct, and it runs well even on smartphones, it’s like excess bones are not taken into account.
I really don’t understand what i’m doing wrong as i never encountered this problem with blender.
Hello @sebavan and @Drigax
I’m always stuck on that export problem, it’s creating creazy number of skeletons groups.
Is there a way to clean that by hand ?
Can you share your Maya scene? The exporters are pretty complex, so there could be any number of reasons why its importing into babylon with so many skeleton definitions.
The character is made like a robot of different pieces rigged to the bones.
Trying to understand what’s going wrong, i made a lot of test on my main maya scene thinking i did something wrong. But i couldn’t find the origin of the problem.
I must had test a synthetic and more simple scene first. So i tried to mimic my scene characteristics but with fewer simple elements.
When i export that, i obtain 3 skeleton groups, each one composed of different number of bones depending on which bone hierarki the object is binded. So why not 4 skeleton groups instead of 3 as i have 4 objects ?
Each skeleton group will have different number of bones, depending on the place of the bone in the hierarki binded to the object.
May be i do not understand well how babaylonJS work, but is this normal ?
I will try to replicate that test on blender to see what happen