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FBX Export not parenting geometry and joints to world

When using the Shifter FBX Export it is generating fbxs with mesh and joints still underneath groups, not sure if this is intended behavior. This is causing hierarchy issues when importing into Unreal. I also get some controllers left behind (world and root)

This pic is the generated fbx, with leftover nodes/groups
image

I’m a little unsure where the Shifter FBX exporter is located, but if you’re interested this is what we do. We use something called Prism to handle our exports where we can execute code before and after a state/export. In the coding states, we parent the joints to world space. We leave the GEO be as it doesnt have an effect on the Unreal import, except if the GEO is parented under joints.
I’ve attached pictures of our setup in Prism. You should be able to implement the Code states into the Shifter exporter.
maya_XslKMAOWTR
States


Parent to world-space

Parent back to the original group

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A similar question was actually asked here, incase you want to have a look:
Creating Custom Groups and Game Export - Support - mGear Framework Forum (mgear-framework.com)