Problem with Softimage 2011 Crosswalk 5.x exporting fbx

Hi,
I bought Softimage 2011 recently and found that exporting fbx file of a model with animation has problem.

Softimage 2011 comes with Crosswalk 5.0 and when the exported fbx is imported to Unity animation is lost.

I found that Autodesk has released new version of Crosswalk, 5.1, so I downloaded it but the result was same.

Does anyone here know of a workaround? Or is it just simply a wait-until-Autodesk-releases-another-Crosswalker-version thing?

For now, in Unity production pipeline, I had to step down and use Softimage 2010 and Crosswalk 4.1. This combination is working.

Thanks.

Considering the file is FBX, it is most likely a problem with Autodesk. Unity natively reads FBX without much of a hiccup. Try opening your FBX in a different 3D program and see if the animation is there. You can use logic to see who has the problem (if you can run animation in another 3D program with that exact FBX, then it is Unity’s fault. If not, contact Autodesk, and ask for an update/hotfix ASAP.

exporter issue only here,

crosswalk 5.0 serie even in XSI 7.01 do same things, you lost the animation data, look like the way they handle it in the fbx file has quite changed , so just use the 4.1 with XSI 2011 it should be fine.

Hello Giyomu.

I installed Crosswalk 4.1 but when I try to export fbx with Softimage 2011 the property dialog for [Crosswalk FBX Export] still reads Crosswalk 5.1. Do you know how I can get the 4.1 installation to be also used by Softimage 2011?

Thanks!

(BTW, I thank for your video tutorial. It helped me alot)

335770--11778--$crosswalk4_1installation_618.jpg

A quick search on using crosswalk 4.1 with softimage 2011 got me this article.

http://usa.autodesk.com/adsk/servlet/ps/dl/item?siteID=123112&id=15242496&linkID=12544120

This will let me rollback crosswalk and keep using my upgraded softimage 2011.

Thanks for all the help guys!

THANKS FOR THIS ANSWER… BEEN PULLING MY HAIR FOR 4 HOURS ABOUT THE SAME PROBLEM!!!

I have a simple “ball geometry” which has 2 bone chain upwards (spine) and 2 chain bone sideways (1 arm) when I parent this arm under the spine, and set neutral pose: I start my animation.

So I rotate and plot all transforms for my only 2 bone chains. I envelope them to the mesh. I use crosswalk 4.1 (I´m using softimage 2011.5) and when I import it back to Unity 3D, the arm appears twisted inwards (I know…I know…axis problem).

The thing is that I am living hell with this for 4 straight days, I can´t solve this.
I tried Maya and MAX they both export the simple ball geometry with bones, perfectly well (including animation).

Softimage is doing something wrong. I haven´t tried modtools, but I don´t see where the difference is.
Crosswalk 5.1 and SI 2011.5 …in unity 3.1…I mean…this SHOULD work straight out of the box…

What´s going on…?
How is everyone else solving this issue with Softimage and Unity 3.1?

Either use another 3D package or another game engine. Unity devs couldn’t care less about Softimage.

Puh-Leeez! That is both a cop-out and insulting.

The Unity Devs probably couldn’t care less about any package. Softimage 2011 SAP using Crosswalk 5.5 works great and properly respects hard edges.

I have a similar problem, but with a Biped_Rig and I´m asking myself if neutral pose might be the problem. Did you try it without neutral pose?

Or did you try ANIMATE → SKELETON → ALIGN ROOT TO FIRST BONE to solve twisted bones? This helped me with some other bonestructures.

I had the best results with Crosswalk 3.11 so far, but still nothing I expected.

http://forum.unity3d.com/threads/80291-Softimage-2010-Character-Animation-(Biped_Rig)-amp-several-Crosswalk-Versions.-HELP

Hiya.

Total shot in the dark here, but try animating without using Rotation; only use Move transformation. Try exporting something done that way as a test and see if you get the same results. I have had some problems with exporting animation that had bones with rotational animation data on them get FUBAR’ed upon export, but doing the ‘same thing’ with pure move transformation and all is fine. (mostly had this problem with exporting to .x, but it sounds familiar).

I was referenced here about an FBX texture map problem. But Crosswalk 4.1 retro-grade did not work for me. At least not for texture mapping support.
But…
What did work was exporting to Maya through crosswalk (4.1) using the COLLADA format (.dae). It looses the texture, but keeps the mapping so you can import the texture manually and connect it inside of Unity.