Introduction to Maya - Modeling Fundamentals Vol 2
This course will look in the fundamentals of modeling in Maya with an emphasis on creating good topology. It's aimed at people that have some modeling experience in Maya but are having trouble with complex objects.
# 1 21-06-2011 , 09:25 PM
Registered User
Join Date: Jun 2011
Posts: 1

Problem with FBX and "non-orthogonal matrix support"

Hi everyone,

I have a big problem (in Maya 2011) that I hope someone can figure out.

I have this rig of a crow that a project partner and I have been using for a whole bunch of animations. I converted one to an FBX to bring into Unity this afternoon for testing, but the mesh was essentially a blob. I realized that an error message I received after export, "Warning: Non-orthogonal matrix support," was likely the culprit.

In the Outliner, one of the joints, "joint1," appears to be the child of a transform. This transform, "transform2," is non-orthogonal. Now, I can't delete the transform, because the joint will disappear and warp the mesh around where it was. I want to try freezing or resetting the joint's transformations, but I can't do that without detaching the skin. If I detach the skin, my partner and I would have to repaint the skin weights...and that would mean a lot of animations to repaint!

Worse comes to worst, we could reanimate, but we only have until the end of the week or so to get our animations working in Unity, and so we want to avoid having to do this. Does anyone know how I could fix this?

Thank you very much,
Chris

# 2 06-07-2013 , 03:41 PM
Subscriber
Join Date: Feb 2004
Posts: 54
Sounds like a delete history problem?

Select the joint and see the input and outputs.

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