Jump to content
Sign in to follow this  
shammy2010

FBX2RTM crashing without any hints

Recommended Posts

Hi!

Sorry to create yet another thread similar but I figured if the answer is found, people googling will have an easier time having this problem finding this page

Short Version of this problem is that fbx2rtm seems to just unexpectedly crash and nothing comes out in the export.log file. Yes, I am using a 2010 format of fbx file and the animations have all been plotted, I've followed the steps described in the BIS wiki and I'm using bank_20_07_2012.fbx found in the fbx2rtm folder as a rig for my animations, ofcourse I saved in a different file but it should work regardless. I don't know if there's a problem with the bones themselves or if I messed up somewhere during the animation process but it plays fine in motionbuilder.

I also tried importing the fbx from the fbx import option in objectbuilder, but it appears the whole animation gets seriously messed up when exported to a3 character sample. The bones import fine but exporting them to an rtm and loading on a3 character causes serious problems.

I would like to ask for a little help please. I've wasted a week on this already! Please help before I end up tearing out the last bits of my hair!

Share this post


Link to post
Share on other sites

1) make sure you dont have any typos in any of your bones. E.g. RightLegRol instead of RightLegRoll (took me hours to notice -.-")

2) for fbx->rtm via OB i do it like this: Import fbx. Adjust keyframes/timescale (T-pose should be -0.5, start of animation 0 and end 1). Rightclick animation window-> autotime 1.0. Rightclick export matrices.

3) you need a model.cfg with the arma 3 skeleton in the same folder where your rtm is (i was told...)

if you show a picture it may be easier to identify your problem. Where do you get/create your animations/bones from?

Share this post


Link to post
Share on other sites

Hi!

Thanks for the response! I'll show you what's the problem through these screenshots. Hopefully they work!

This is how I import the fbx from motionbuilder to objecbuilder with the options enabled/disabled (Just got those 2 ticked):

https://www.dropbox.com/s/v8hfa9y0sh0yvyn/Screenshot%202014-09-03%2019.16.06.png?dl=0

Rifle and launcher bones don't come out in the named section so I name them manually as they are working bones nonetheless. Everything else seems to export just fine! (I.E lefthandindex1 to lefthandindex3 all properly imported. I read about a 4th entry but I don't see it defined in the model.cfg that came with sample_f)

I wish I had recording software to take a video but the bones seem to be working just fine here, I will put a link to my animated bones in p3d and rtm format below (Autotime 1.0 implemented)

https://www.dropbox.com/s/mi9puhb59jregrt/Screenshot%202014-09-03%2019.29.39.png?dl=0

Now I import my animation in the a3 character in the sample_f folder in objectbuilder and load up mybrokenanim.rtm

https://www.dropbox.com/s/tmg0x3ykskmd9sj/Screenshot%202014-09-03%2019.35.27.png?dl=0

As you can see, if you can see, the animation is breaking everything in the character.

If you want to check this out, look at my p3d and rtm file i exported and test for yourself. Along with the original motionbuilder fbx. Knock yourselves out!

https://www.dropbox.com/s/1cz3h339vfjsdbl/brokenanims.rar?dl=0

Share this post


Link to post
Share on other sites

I'm getting a feeling it's a problem with the fbx file motionbuilder is saving. Is there anything I'm supposed to do before I export the fbx? other than plot the animation on everything?

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×