XeNTaX Forum Index
Forum MultiEx Commander Tools Tools Home
It is currently Sat Jul 21, 2018 1:14 am

All times are UTC + 1 hour


Forum rules


Please click here to view the forum rules



Post new topic Reply to topic  [ 3 posts ] 
Author Message
 Post subject: FFXV Model Imports, Maya 2018 and vertex groups/weights
PostPosted: Sun Jul 01, 2018 5:02 am 
Offline
ultra-n00b

Joined: Tue Jun 12, 2018 6:28 pm
Posts: 9
Has thanked: 2 times
Have thanks: 1 time

I’ve been having a couple of strange issues with FFXV models imported to Maya 2018. Models exported from Noesis have to be scaled up by a factor 100. I managed to solve that problem while preserving the armature. However, when I loaded one of the Maya edited models into the game, the model’s midsection was stretching out to infinity.

I’d actually seen this problem before with FFXV model swaps and several Blender users found a solution. If you look at the vertex groups, there were references to the “trans” bone that didn’t belong. If you delete that reference, it cures the problem—but only in Blender. I’ve looked at the hyper graph hierarchy and there is no similar reference that can be deleted. In short, I have no idea how to fix this in Maya.

I’m sorry if this isn’t completely clear—happy to update with more info and images. I’m just hoping someone here has seen a similar issue and might have advice. Thanks!!

You can make the ads go away by registering



Top
 Profile  
 
 Post subject: Re: FFXV Model Imports, Maya 2018 and vertex groups/weights
PostPosted: Sat Jul 07, 2018 1:13 am 
Offline
mega-veteran
mega-veteran
User avatar

Joined: Sun Mar 20, 2011 7:35 pm
Posts: 219
Has thanked: 26 times
Have thanks: 52 times
I would definitely need to see some images. Sounds very strange.


Top
 Profile  
 
 Post subject: Re: FFXV Model Imports, Maya 2018 and vertex groups/weights
PostPosted: Thu Jul 12, 2018 4:53 pm 
Offline
ultra-n00b

Joined: Tue Jun 12, 2018 6:28 pm
Posts: 9
Has thanked: 2 times
Have thanks: 1 time
Thanks for the response! I managed to figure this one out by fiddling with the "Rigging" workspace in Maya. If you go to the paint weights tool panel, you can select vertices. I just selected vertices that seemed to be broken and removed the trans influence. The main issue is how different Maya and Blender work in terms of rigging.



Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 3 posts ] 

All times are UTC + 1 hour


Who is online

Users browsing this forum: No registered users and 9 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group