Issues importing 3D models from Maya

Having issues importing model into Studio from Maya.
I tried with a skinned mesh character and also with a simple skinned ball.

My issues are:

.Fbx to GLTF converter messes up the Blendshapes on the mesh.

.Tried to use the Maya2glTF plugin you suggest in the Docs but there’s this problem.
After the GLTF Converter creates the file, if I need to change the model parameters like Color/Scale/etc, it gives me an Filename ERROR every time.

.Tried to export the fbx to Blender and export in GLB format.
But in Studio, the model disappears everytime the model’s Pivot is outside the viewport frame(the yellow box is still in view).
I don’t know if it’s a Blender issue or not, I don’t use Blender. But when exporting from Maya in Fbx or with Maya2glTF plugin I don’t have this problem.

Thanks in advance.

You probably need to apply all transforms once it gets brought into Blender.

https://docs.blender.org/manual/en/latest/scene_layout/object/editing/apply.html

Thanks for the reply.
Tried that solution, but it still does not work.

I saw a possible fix to this issue in a post that tells to create a Script with code for “frustumCulled = false” but I’m no coder, I don’t know how to use JS in Studio.
Also, I think it needed something like AFRAME that a think I’m not using, because it’s just an empty scene.

Would be nice if the developers just added a checkbox to fix this easily. :slight_smile:

Oh, it sounds like you need to change the origin of the model to be at 0,0,0 and the model should be as near that point as possible. I’d try that along with the other Blender workflow steps.

Also thanks for the feedback, I’ll pass it along to the team!

Well, I tried to put my character center in the origin and it worked. Before it was in the air.
Thanks for the tip.

1 Like

This topic was automatically closed 4 days after the last reply. New replies are no longer allowed.