KorobeiJT wrote:Hello everyone!
I'm new here and I need to use the format MHX2 and FBX. I have noticed that skeletons on MHX2 and FBX exports are differents.
Do you know why there is such a difference?
Thanks!
As to the skeleton part of things, there are two things to mention. First, for your whole workflow, the choice of skeleton may matter. Inside MH, only the default skeleton is "real" the others are derived. MHX2, Both NHX2 and the Makehuman plugin for Blender are designed just for moving things from MH to Blender and generally get things to Blender intact. They are not designed for other downstream programs.
FBX is more of an "industry default", but outside the Autodesk universe there are many ways to express the same 3D information. I haven't played with FBX recently, but one of the issues used to be that some programs use a y-up universe (e.g., MH) and some use a z-up universe(Blender). This means recalculating coordinates when you make a move from one to the other. Blender (at least used to) have choices that can help you on import, but either MH's exporter or Blender's importer handled the mesh and skeleton differently in the process. You ended up with a mesh and skeleton that looked identical in Blender object mode, but if you went into edit mode the skeleton was at 90 degrees with messed up bone rotations. If you are careful you can fix this and apply all rotations, but as I remember, it is not completely straight forward. I'm not sure the problem was MH's. It could have been the Blender importer because it seemed to appear and disappear as new versions of Blender came and went. But, FBX was also more actively maintained at that time. And finally... my experience with exporting FBX from Blender and getting the same thing when I imported it back in with Blender has not always been good. One final comment about FBX is the handling of scale. It has a scale factor that different programs interpret differently depending on their default units. MH uses the "rare" decimeter units which I would NOT suggest using] during export from MH. I'd suggest meters during export from MH. Maya uses cm and 3DMax uses inches. However, some FBX files encode dimensions in native units with a scale factor of 1.0 and some use the scale factor . Best choices depend your entire workflow. I'm not sure how Maximo handles things.
Well there you have a lot of useless, dated FBX info...