Issue where extra keys are added when exporting an FBX file from PoseWrangler

(This is a translation of a [Japanese [Content removed] by masataka.taguchi.)

When exporting pose an FBX file from PoseWrangler included in Pose Driver Connect, extra keys are added at Frame -1 and at Frame (number of poses + 1) in the exported FBX file, which causes Unreal Engine to fail to correctly import the RBF data.

So, I’d appreciate it if you could let me know what could be the possible cause of these extra keys being output.

The version of PoseWrangler I use is 2.5.0, and the version of Maya is 2023.3.1.

Thanks.

Hi Masahiro,

I have passed this on to our engineering team who will try to reproduce the problem you are seeing.

Thanks,

Mark.

Hi,

In our testing with Unreal Engine 5.5, we have noticed some strange results when importing which looks like they could be related to the Interchange framework. It seems to be importing in 4 animation clips instead of 1 for each FBX file, one of which is correct and can be used with the Pose Asset but Pose Driver Connect doesn’t pick the correct one by default.

This appears to have been resolved in Unreal Engine 5.6.

Is this what you are seeing when importing the data, or something different? Are you able to try the same process with Unreal Engine 5.6?

Thanks,

Mark.

Thanks, I have shared this updated information with the engineering team.

Mark.

[mention removed]​

(This is a translation of a Japanese post by masataka.taguchi.)

By changing the FBX import option from Legacy FBX to default Interchange, the issue has been resolved.

Thank you very much for your support.

(Please close this case.)

[mention removed]​

I guess my issue is different from the issue you mentioned above.

Here’s what I am seeing:

(1) When checking the FBX exported from Pose Wrangler in Maya, there are more sets of animation keys than the number of the poses that were actually created.

[Image Removed] When checking the Pose Asset created using Pose Driver Connect in Unreal Engine, the number of poses increases by the number of sets of extra animation keys. Also, the pose names don’t match the actual poses.

[Image Removed]About your test with Unreal Engine 5.6, would it be possible for you to let me know which part of the code was fixed to resolve the issue? Though it’s difficult for me to prepare an environment for UE 5.6 now, if I know the fix location, I might be able to patch just that part to run a test with that.

I’d appreciate it if you could investigate this matter further.

Thank you.

(In order not to close this thread)

Thanks, I’ll be waiting for the solution.

Speaking to the engineer, having -1 and +1 keys is to be expected, with the relevant code found in epic_pose_wrangler/v2/extensions/pose_exporter/bake_poses.py from line 89 onwards.

We think the issue is likely to do with how the FBX is being imported into Unreal Engine as the Maya side of the tool hasn’t changed between 5.5 and 5.6.

How are you importing the FBX - are you using the legacy FBX importer, default interchange pipeline, or a custom interchange pipeline? If you are using the default interchange pipeline, it would be helpful if you could test with the legacy FBX importer (and visa-versa).