Member My 0wn Style Posted November 22, 2021 Member Report Share Posted November 22, 2021 I have 2 .fbx files. Both are of a model in 2 different poses: But then when I try to import either object into 3DCoat, the model goes to a T-Pose: Why does this happen and how can I keep it from happening? When I import into 3DCoat, I'm in the Sculpt room, and I import the object via File > Import > Import multiple objects Quote Link to comment Share on other sites More sharing options...
Carlosan Posted November 22, 2021 Report Share Posted November 22, 2021 Hello Go to Edit > Preferences and switch on Z-up coordinate Hope it help Quote Link to comment Share on other sites More sharing options...
Member My 0wn Style Posted November 22, 2021 Author Member Report Share Posted November 22, 2021 Z-up Coordinate was on by default, so that wasn't the issue: I tried un-checking Z-up coordinate, but that just made the imported model "stand upright". It was still in a T-Pose (which isn't what I want): Quote Link to comment Share on other sites More sharing options...
Carlosan Posted November 22, 2021 Report Share Posted November 22, 2021 Try exporting as .obj Quote Link to comment Share on other sites More sharing options...
Member My 0wn Style Posted November 22, 2021 Author Member Report Share Posted November 22, 2021 What do you mean "exporting as a .obj"? The software I'm using to pose the model doesn't support exporting as an .obj. Quote Link to comment Share on other sites More sharing options...
Member My 0wn Style Posted November 22, 2021 Author Member Report Share Posted November 22, 2021 I used an online converter to convert the .fbx to a .obj and loaded the .obj into 3DCoat, but it's still going to a T-Pose: Quote Link to comment Share on other sites More sharing options...
Carlosan Posted November 22, 2021 Report Share Posted November 22, 2021 This is not related to 3DC, you need to freeze animation on your source modeling app to be able to export needed poses. I Quote Link to comment Share on other sites More sharing options...
Member poeboi Posted November 22, 2021 Member Report Share Posted November 22, 2021 This post was recognized by Carlosan! poeboi was awarded the badge 'Great Support' and 2 points. 12 minutes ago, My 0wn Style said: I used an online converter to convert the .fbx to a .obj and loaded the .obj into 3DCoat, but it's still going to a T-Pose: Hello In the software which you used to export the .fbx, if you can try look for something like "default pose" or "rest pose" or "bind pose". It will likely be that t-pose. Somehow you must override it, to the poses then export. Unless you can go to the pose keyframes and get the model how it appears in that moment, export directly as .obj in that pose. This might be boring but i'll try explain why it's like this .fbx can store the model, but also the model's animation separately. What does it matter? It means, what most likely happened here is your model as "geometry only" is in that t-pose. But the 2 poses you made, they are stored in the file as animation. Microsoft 3d Viewer can support something like animation, so it "knows", when you import the .fbx into it, try and show animation, the 2 poses with different arms you showed in the first pictures. 3DCoat only looks for the geometry since it does not support animation, so it takes the occurrence of geometry from the .fbx file, which is just the t-pose Quote Link to comment Share on other sites More sharing options...
Member My 0wn Style Posted November 22, 2021 Author Member Report Share Posted November 22, 2021 The software I used to pose my 3D Model (Cascadeur) doesn't seem to support an override default/rest/bind pose. It's in early access so, maybe it'll be added later. Thanks for the response and explanations. 1 Quote Link to comment Share on other sites More sharing options...
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