Imported FBXs from Maya require huge bounds scales to be visible

Hey guys… running into a problem importing FBXs from my animator that he’s exporting from Maya. When importing, we generally get a bunch of errors that various joints are mission from the bind pose. I drop the object in and it seems fine, then apply it’s animation and it disappears. This is only remedied by increasing it’s bounds scale to around 60, which is bogging down performance quite a bit. Does anyone have any clue what might be happening? Thanks so much.

Hello jessekirbs,

If you would please link me a screenshot of where you are experiencing this issue in Persona. Also if you would link a copy of your DxDiag.

I ran into a similar issue a while ago where the root joint was outside the FOV of the camera and the entire mesh would disappear. The work around for that issue was to increase the bounds.

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DxDiag is attached. Here are two screenshots of one of the models. One is before I apply animation, second is after I apply it. You can see when I apply the animation, the model fly’s over to it’s position.

Animator is animating everything at world origin so that when I pull it in, I can zero it out and apply animation and it will go where it needs to go. Is this not the best method?

It sounds like what you were saying about the root joint being outside the camera FOV is exactly what’s happening. What is the correct method to get the animation to be exactly where it needs to be? Animator is working with an FBX I exported of the level.

Thanks so much, man.

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So the solution is just to set the bounds scale really big? Doesn’t this bog performance down?

Not really sure what you’re saying about having a camera follow the root body. Can you please expand?

Yes, at a certain point it would bog performance down at a certain point because the bounds would be within the cameras FOV. However, if you are worried about draw calls it isn’t that expensive because you have 1 for your object, 1 for animation, and then if you had LOD’s and what not. So, the camera would try to calculate the geometry outside the FOV and therefore increase draw calls if it was to such a large degree that it entered the FOV of the camera whilt he geometry was still outside of that view. When the game is launched you could create a camera to follow the robot you have in your screenshot if that is what you are hoping to achieve. That way the camera never loses sight of the root body. It’s still there when you play just not visible like you would see in Persona.

If you are trying to do something like a pan with the camera so that the you are moving and the robot will eventually leave the FOV of the camera you could set the bounds such that when the geometry leaves the FOV the robot will disappear anyway.

I do find this to be a work around more than a solution. However, I have entered a similar bug and have discovered that this is by design.

What worked for me is having our animator animate the root to follow the model, so the camera knows when it’s actually in bounds. Thanks for the help, .

No problem. I am glad that you found a viable solution.