I'm using an FBX export in Arena (I think it's version 1.7) to get it into Maya 2012. But the output nodes all include the name of the person's skeleton as a prefix/namespace on each joint. Is there a setting to remove that to keep thing neutral and transferable between skeletons? I can create batch text replace systems to remove the name-spaces, but it seems like there should be a much simpler and less risky fix.
I'm taking the taking into Maya 2012 so that it can be characterized in Maya HIK and applied to other rigs. What I like about having the source FBX export clean (without namespaces) is that new FBX files can be dragged into the scene to quickly update animation data already driving the rig. But as soon as the skeleton's don't match names it doesn't work.
Remove skeleton namespaces from the FBX export?
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- Joined: Mon Feb 06, 2012 9:29 am