FBX rig importing all scrunched up

I’m trying to import a very simple test FBX rig and getting some weird behaviour. Currently it’s just a subdivided plane with a single bone on it.

Here is a link to the file: Unique Download Link | WeTransfer

It’s weirdly scrunched up, and I’m not sure why. It looks fine when re-importing the rig into Houdini, and fine in FBX Review. I have tried placing the bone in different ways, and adding more bones, always ends up with the geo strangely stretched.

Any idea what’s going on here?

Hi @steve_wk !

So I downloaded the file and uploaded it to a random project I had laying around as well as opened the file in 3ds Max. I noticed that the point_1 object was seemingly imported incorrectly with a position of 0, 0, 0. Moving it to 0, 0.996, 0 will result in the plane returning to it’s flat state.

When I imported the FBX into 3ds Max, I did not have to take this extra step, but out of curiosity, I re-exported the file out of 3ds Max and back into playcanvas, and the positioning was fine. These were the settings I used (my defaults):

I’m not sure how helpful this will be, but it does point to the export settings in Houdini. The only interesting point that I noticed was the 3DS Max export setting Convert Deforming Dummies to Bones I will note that your FBX when imported, imports your bones as dummies, but I don’t know how relevant that is, or if that would affect positioning on playcanvas’s side.

I hope this information might be helpful.

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That’s actually incredibly helpful.
It looks like all the bones are jut coming through at the origin rather than in the correct place.
This is my first time using KineFX in Houdini, so I’m fairly sure the error is on my part in the side of things.
I don’t have 3DS Max unfortunately, but will see if I can figure this out on the Houdini side.
Thanks so much, really appreciate the help.

@steve_wk Did you solve this in the end?

Not exactly, but I found a workaround. What I discovered is that my rigged assets straight out of Houdini into Playcanvas always end up with all the bones at (0,0,0). No idea why.
I can simply take the rig, import it into Unreal and then re-export it from there and bring it into Playcanvas and it’s fine (more or less - I have to fiddle with the scale transforms a bit on the top level, but that’s workable).
Haven’t had time to dig into what’s actually happening here - is it a Houdini export issue, or a Playcanvas import issue.

Can you go via GLB from Houdini instead of FBX?