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FBX Character Clipped On Export

A topic by JasonWeise created 31 days ago Views: 39 Replies: 3
Viewing posts 1 to 4

Hi All

I have just purchased PixelOver and I want to start be saying I think it is an absolute work of art, fantastic work!

I am having an issue though, when I import an FBX character that is rigged, I the exported sprites have the head clipped off and when you select the model in the viewport, you can see the box doesn't fully surround the character.

I have tried this with a character with animation, and a character just in T-Pose with exactly the same result.

Does anyone have any advice on how to make the export "box / canvas" match the character extents.

NOTE: A static FBX (such as  a prop) works just fine, the bounding box/canvas is perfect and exports the sprite perfectly as well.

Example of what I get with a FBX rigged character I want to convert to pixel art.


If it helps, I think I know why it is clipping but I don't think I can fix it (the developer will need to)

The bounding box is starting at the tip of the head bone but the size of the bounding box appears to be calculated off the actual bounds of the mesh, so the bounding box is being moved down to start at the tip of the head bone.

You can confirm this by showing bones and you will see the bounding box is perfectly aligned with the head bone tip, not the top of the actual mesh (if that makes sense)

Here is another character export with bones showing that show what I am talking about above.


Hi, thank you for the report. Indeed it's a bit strange that even the t pose reproduces the issue. I'll try to reproduce and fix. Else you can set manually the size of the canvas (by selecting the canvas on the top left panel and set the size)