the issue comes from the double namespaces, which come from unreal's Metahuman skeleton. We need those namespaces because unreal sends us Head and Body separately, and both share quite a few joints with the same name, so we can't get rid of the namespace. base_eddie_rigMain_01_:DHIbody and base_eddie_rigMain_01_:DHIheadget_namespace() inside ayon_maya.api.lib gets both namespaces at once, so returns base_eddie_rigMain_01_:DHIbody instead of a list with both namespaces separately, meaning that strip_namespace() then removes both namespaces at once and the publisher ends up looking only for root instead of DHIbody:root
[20:56]
so as a quick fix to export my FBX to unreal, I've just changed line 40 in extract_fbx_animation.py to strip the namespaces so we only get rid of the first one, base_eddie_rigMain_01 namespace = get_namespace(out_members[0]).split(":")[0]
the issue comes from the double namespaces, which come from unreal's Metahuman skeleton. We need those namespaces because unreal sends us Head and Body separately, and both share quite a few joints with the same name, so we can't get rid of the namespace.
base_eddie_rigMain_01_:DHIbody
andbase_eddie_rigMain_01_:DHIheadget_namespace()
insideayon_maya.api.lib
gets both namespaces at once, so returnsbase_eddie_rigMain_01_:DHIbody
instead of a list with both namespaces separately, meaning thatstrip_namespace()
then removes both namespaces at once and the publisher ends up looking only forroot
instead ofDHIbody:root
so as a quick fix to export my FBX to unreal, I've just changed line 40 in
extract_fbx_animation.py
to strip the namespaces so we only get rid of the first one, base_eddie_rigMain_01namespace = get_namespace(out_members[0]).split(":")[0]