Excellent thank you for the response!
There are indeed some empty keyframes on the bones because of the biped. It was an animated biped that i turned into figure mode so that it would export from the origin of the scene.
For the weighting, it is just a fast skin i put without touching it so it's messed up from the start :)
Are you saying it's even more messed up inside source?
How did you get the bones to export aligned with the mesh?
A strange thing is that once the biped is back from the fbx file, the bones are now helpers. Do you think that could be part of the problem?
My goal is to get the character to export properly, and after that import the multiple animations inside Source filmmaker for each shot.
Here is the original project that we are trying to transfer over to Source FilmMaker : https://www.youtube.com/watch?v=luDR-dyCGbs
(The framerate is problematic in this old render, we didn't have enough budget so we cut on render times, so we need to render it again, long story short, we want to use SFM to save on the render times.)
Thank you!
There are indeed some empty keyframes on the bones because of the biped. It was an animated biped that i turned into figure mode so that it would export from the origin of the scene.
For the weighting, it is just a fast skin i put without touching it so it's messed up from the start :)
Are you saying it's even more messed up inside source?
How did you get the bones to export aligned with the mesh?
A strange thing is that once the biped is back from the fbx file, the bones are now helpers. Do you think that could be part of the problem?
My goal is to get the character to export properly, and after that import the multiple animations inside Source filmmaker for each shot.
Here is the original project that we are trying to transfer over to Source FilmMaker : https://www.youtube.com/watch?v=luDR-dyCGbs
(The framerate is problematic in this old render, we didn't have enough budget so we cut on render times, so we need to render it again, long story short, we want to use SFM to save on the render times.)
Thank you!