Hello,
I have a smooth binded character that is ready for exporting in Maya. The character is needed for a realtime environment that does not use the OpenGL coordinate system. It uses the one, that is similar to 3ds Max. My Maya exporter for the certain file format does not supply any tools for a coordinate transformation. What I need is a way to automatically transform the coordinates of my keyframed animation for all bones.
I tried to simply rotate the root node with -90rotX and exchanged the keys of the Y and Z translation and rotation for the root. Unfortunately that didn't work. What am I doing wrong? Is there a way to let Maya do this?
I recognize that 3ds Max supplies a coordinate transformation when loading .fbx files. Thus, I could also export from 3ds Max to my file format. Yet, my painted vertex weights (done inside Maya) don't show up well in 3ds Max when I export an .fbx that was created with Maya. That's why I thought, a coordinate transformation might be a smaller problem.
Could anyone give some advises?