Answered

"Root" not found in fbx

Anonymous 6 months ago updated by Peter - Soxware Developer 2 weeks ago 5

Hello,

When I export the animation as .ANIM, it works like a charm. When I try to export as .FBX I get an error saying "Root" not found in FBX. Am I doing something wrong?

UMotion Version:
1.21
Unity Version:
2019.2.6

Answer

Answer
Answered

Hi,
thank you very much for your support request.

For me it sounds like you are exporting your animation into an existing *.FBX file. UMotion then checks if all the bones you have in your UMotion project are present in the within your destination *.FBX file and the bone named "Root" can not be found because the character within the *.FBX file doesn't have that bone (or has it at a different position in the bone/transform hierarchy).


Please note that the character that you've assigned to your UMotion project must be an exact instance of the character that is within the export destination *.FBX file. If it's a different character then the export won't work. And if you've modified the hierarchy of your character (e.g. added another root transform on top of it or renamed some transforms) then the export will also fail.

Please let me know if that explains your situation.

Best regards,
Peter

Answer
Answered

Hi,
thank you very much for your support request.

For me it sounds like you are exporting your animation into an existing *.FBX file. UMotion then checks if all the bones you have in your UMotion project are present in the within your destination *.FBX file and the bone named "Root" can not be found because the character within the *.FBX file doesn't have that bone (or has it at a different position in the bone/transform hierarchy).


Please note that the character that you've assigned to your UMotion project must be an exact instance of the character that is within the export destination *.FBX file. If it's a different character then the export won't work. And if you've modified the hierarchy of your character (e.g. added another root transform on top of it or renamed some transforms) then the export will also fail.

Please let me know if that explains your situation.

Best regards,
Peter

Hey, 

i got the exact same issue and i'm not trying to export into an existing file. I just want to export a new animation. The animation that i used as a base was from a different model, but i dont want to update it, just to export as a new fbx animation.

Hope there is a way to export it, because i didnt do anithing different than i did a time ago.


Best regards,

Yannik

Hi Yannik,

thank you very much for your input.


This sounds like a bug that is most probably related to the specific character that you are using. Would it be possible for you to send me a small repo-project (a *.unitypackage containing your character without textures if you want and the related UMotion project). You can send it to me via the email support form (please request a link to my Dropbox if it exceeds the file size limit).


Thank you very much.


Best regards,
Peter

Hi,
have the same problem. Wanted to know is there is a solution to it?

Hi,

I'm sorry to hear that you are encountering this issue.

Please follow these instructions so that I can further investigate and provide a solution:

This sounds like a bug that is most probably related to the specific character that you are using. Would it be possible for you to send me a small repo-project (a *.unitypackage containing your character without textures if you want and the related UMotion project). You can send it to me via the email support form (please request a link to my Dropbox if it exceeds the file size limit).

Thank you very much.

Best regards,
Peter