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Layered skin to fbx?

Hi friends, is it even possible to export a layered skin to fbx?

To explain: I have a skinned mesh (typically a head). Another identical mesh with other skin on it is connected to the first mesh via blendshape node as an inputTarget of the blendshape node, see the picture.

It gives me ability to have two different skinClusters at once. (I’m driving the other mesh via “ghost controls”).

I’m not able to export the setup to fbx. Could anybody give me some advice, please?

I tried to skip the blendhsape node (replace the bs node with a direct outMesh>inMesh connection from the first skinned mesh to shapeOrig of the second mesh. But same result - the mesh is not exported at all to fbx.

Sorry for “non mGear” topic.
I’m not talking about Maya 2024 multi-skinCluster.
I’m using Maya 2023 and I need to export my Maya rig to Unity Engine via fbx.

You can’t do that either. There is no way FBX or a game engine would be able to interpret a connection like that.

Perhaps you could explore Ozone. https://ozone3d.com/ which gives some more powerful deformer stacks (as far as I understand.) That might be way overkill unless you’re doing something fancy.

But I bet whatever you are doing with piped blendshapes and multiple skinClusters, you can likely figure out a way to collapse it down to one stack. If you’re just doing it because it makes your skinning easier, consider using ngSkinTools instead.

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Thank you in advice and thnx very much for your time, Chris.
I love the ngSkinTools. And thanks for the Ozone tip, I’ll take a look.