Exporting from Autodesk Maya for Harmony

Before importing your 3D model in Harmony, you must export it in a format supported by Harmony. Currently Harmony only supports polygonal geometry and FK bone rigs. The following steps will explain how to export a 3D object in Filmbox (.fbx) or Alembic (.abc) format from Autodesk Maya. Depending on the software and version you are using as well as the file type you wish to export, the instructions may vary. Please refer to the documentation of your 3D authoring software as needed.

NOTE If you want to include animation with your model, you can export it in the Filmbox (.fbx) or Alembic (.abc) formats. If you need to be able to adjust the animation in Harmony and it consists entirely of joint/bone deformations, you should use the Filmbox (.fbx) format. If the animation contains any other form of deformation, you should use the Alembic (.abc) format.

Export to FBX format

IMPORTANT When exporting a Filmbox (.fbx) file from Autodesk Maya, you must set the Type parameter to Binary and the Version parameter in FBX File Format panel to FBX 2020 to make sure it is compatible with Harmony.

Before exporting you need to remove constraints.

NOTE Blendshapes will render through the RenderMayaBatch node, but the effect of the blendshape won't be visible in Harmony.

For more information see: RenderMayaBatch Node.

Exporting from Autodesk Maya for External Rendering

If the 3D asset is going to be rendered in Maya through the RenderMayaBatch Node, there are some additional considerations. In Harmony, the parts of a 3D asset (geometry, bones, groups) will always inherit the transformations of their parents. This is not always the case in Maya, there are attribute settings in the Attribute editor that will change how parent transformations are applied. This can cause discrepancies in how renders from Maya look versus how the asset looks in Harmony.

NOTE For more information see: RenderMayaBatch Node.

Assets without an Armature

  • If you are exporting an asset without a bone armature bound to it, “Inherits Transforms” must be checked on all of its elements.

Assets with an Armature

  • If you are exporting an asset with a bone armature, all bones must have “Segment Scale Compensate” unchecked.

Exporting Bones

IMPORTANT It is important to make sure each bone in the 3D model has a unique name if a render will be made using the RenderMayaBatch node. If multiple bones have the same names, the Maya render will fail and not function properly in Harmony.

When exporting the FBX file from Autodesk Maya, you can use either the “Export All…” or the “Export Selection…” command. Using the “Export Selection…” command is recommended as it allows exporting of only the required elements to Harmony.