// Error: [GolaemCharacterMaker]: Some joints' animation seems not to be compatible with forward kinematic animation. Make sure there is no local Translate animation for the following frame/joint:
Frame: 82, bone: Walk_2_Bip01FBXASC032Footsteps, position error: 5.45408
Frame: 83, bone: Walk_2_Bip01FBXASC032Footsteps, position error: 5.45013
Frame: 66, bone: Walk_2_Bip01FBXASC032Footsteps, position error: 5.24832
Frame: 67, bone: Walk_2_Bip01FBXASC032Footsteps, position error: 5.24729
Frame: 84, bone: Walk_2_Bip01FBXASC032Footsteps, position error: 5.10187
Frame: 65, bone: Walk_2_Bip01FBXASC032Footsteps, position error: 4.82761
Frame: 98, bone: Walk_2_Bip01FBXASC032Footsteps, position error: 4.73011
Frame: 68, bone: Walk_2_Bip01FBXASC032Footsteps, position error: 4.72633
Frame: 50, bone: Walk_2_Bip01FBXASC032Footsteps, position error: 4.653
Frame: 81, bone: Walk_2_Bip01FBXASC032Footsteps, position error: 4.60853
Frame: 99, bone: Walk_2_Bip01FBXASC032Footsteps, position error: 4.52774
(and 465 more) //
...
// Error: [GolaemCharacterMaker]: Some joints' animation were not correctly converted by Golaem:
Frame: 0, bone: Walk_2_Bip01FBXASC032LFBXASC032Toe0, position error: 2.22583. Tip: If this is the first error, consider adding a spine or limb before the bone Walk_2_Bip01FBXASC032LFBXASC032Toe0 in the skeleton mapping, to make sure that animation before this node will be taken into account. If There was already an error before, then this one may be a consequence of the previous one
(and 580 more) //
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Hey Nicolas,
At your request. I'm thinking maybe I need to open crowdMan.fbx in 3ds Max, create biped, skin to crowdMan, export as .fbx (baking animation)?
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Thanks again guys : )






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I don't know how I can tpose my character when I have the mocap data applied?
Is it something I should do in Max? I don't know how to pose a biped and keep the mocap data so it goes from tpose straight into the animation?

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<Maya 2015_Failed To Load Motion.jpg>

Hey guys!
Yes I did solve it! THANK YOU!
Can fully convert characters quickly now I've done it that much haha. Makes so much sense now!
The head issue wasn't an issue at all in the end, that's how it's meant to be from the mocap (the motion of looking up and walking to it).
Except I have some problem now trying to get the Previz Rendering Type to work.
I load my first character as an entity, set to Previz (tried both From Maya Scene and FBX) but get these two errors;
[GolaemVisualization]: Bone count in FBX (43) is inferior than bone count in Golaem skeleton (44) //// Error: [GolaemCrowd]: FBX File not loaded C:/Users/4THDPC/Documents/maya/projects/default/export/Golaem_Townsfolk_Final/Final/FBX/casual01_m.FBX //// Error: [GolaemCrowd]: The Fbx File 'casual01_m.FBX' assigned to Entity '0' could not be loaded! Assign a valid Fbx file or create one. /

// Error: [GolaemVisualization]: Skeleton root node (Bip01) not found in FBX. FBX not loaded. //// Error: [GolaemCrowd]: FBX File not loaded C:/Users/4THDPC/Documents/maya/projects/default/export/Golaem_Townsfolk_Final/Final/FBX/casual01_m.FBX //// Error: [GolaemCrowd]: The Fbx File 'casual01_mm.FBX' assigned to Entity '0' could not be loaded! Assign a valid Fbx file or create one. //