Bone rotations are 0 in maya but not zero after export

maya
rigging

#1

Hey guys,
in Maya all bones in my skeleton have rotate values set to 0, 0, 0
From what I remember transforms have been frozen prior to skinning

But in Xcode scene when I import my model all bones have non 0 rotations

If I import FBX into another 3D package (Modo) I can see 0, 0, 0 rotation values as well, but I also see pre-rotation tweak which is non-zero.

What should I do with bone in Maya to get rotation values to be 0, 0, 0 in the Xcode?
Help is super appreciated. as I’ve checked node editor and hyper graph but don’t see any transform tweaks…
Thank you!


#2

In Maya, you’ve probably got values in your joint orientation attributes, this is a maya only thing, so during export this value gets applied to the rotation so that other applications know how to properly orient the joint.

Without that initial orientation value, there isn’t really a way for another application to know that by (0, 0, 0) you don’t mean, place this joint with absolutely no rotation.


#3

Hi, thank you!
I’ve reoriented joints to world and reset all local rotation axes and that did exactly what I was looking for!
Thank you so much :slight_smile: