FBX Import Fails

Hello,

I am trying to import an FBX from a rig that uses multiple morph targets and bones into FaceFX Studio 2018.1 from Maya 2020, but the importer gets to 5% and then fails. Here is the log file text from the import:

logfilename: C:\Users\Squanch\Documents\FaceFX Studio 2018\Logs\20201022142919139-fbximporter-log.txt
animation name: facefx_poses
fbx file: D:\...\SourceArt\Characters\Kenny\FaceFX\KennyV2_FaceFX_setup.fbx
Autodesk FBX SDK version 2019.0 Release (b92b15b23)
FBX SDK version number: 7.5.0
FBX file version number: 7.5.0
copyUniqueTextures: true
Bind frame specified: 0. FBX bind pose information will be ignored.
numBoneWeightsPerVertex: 8.Mesh file: C:\Users\Squanch\Documents\FaceFX Studio 2018\Ogre\Resources\FBXImporterCache\3db593a50758becb3cf705efd5653c32.MESH
Exporting bind pose.
KennyV2_Rig:gun_root_JNT joint added at index 0 with global transform:Pos( 0.000000, 0.000000, 0.000000 ), Quat( 1.000000, 0.000000, 0.000000, 0.000000), Scale(1.000000, 1.000000, 1.000000)
KennyV2_Rig:KennyV2_mesh_GRP joint added at index 1 with global transform:Pos( 0.000000, 0.000000, 0.000000 ), Quat( 1.000000, 0.000000, 0.000000, 0.000000), Scale(1.000000, 1.000000, 1.000000)
Unskinned mesh KennyV2_Rig:Kenny_Teeth_Top_Low found. Added parent KennyV2_Rig:KennyV2_mesh_GRP to the skeleton.
Finished exporting bind pose.
Adding parents of high priority bones.
KennyV2_Rig:root joint added at index 2 with global transform:Pos( 0.000000, 0.000000, 0.000000 ), Quat( 1.000000, 0.000000, 0.000000, 0.000000), Scale(1.000000, 1.000000, 1.000000)
Warning joint KennyV2_Rig:root created with no bind pose information.
Pos( 0.000000, 0.000000, 0.000000 ), Quat( 1.000000, 0.000000, 0.000000, 0.000000), Scale(1.000000, 1.000000, 1.000000)
Warning joint RootNode created with no bind pose information.
Pos( 0.000000, 0.000000, 0.000000 ), Quat( 1.000000, 0.000000, 0.000000, 0.000000), Scale(1.000000, 1.000000, 1.000000)
Warning joint RootNode created with no bind pose information.
Pos( 0.000000, 0.000000, 0.000000 ), Quat( 1.000000, 0.000000, 0.000000, 0.000000), Scale(1.000000, 1.000000, 1.000000)
Adding low priority bones. They won't impact the mesh, but perhaps useful to in-game systems.
Finished adding low priority bones.
Adding parents of existing bones.
Warning joint RootNode created with no bind pose information.
Pos( 0.000000, 0.000000, 0.000000 ), Quat( 1.000000, 0.000000, 0.000000, 0.000000), Scale(1.000000, 1.000000, 1.000000)
Warning joint RootNode created with no bind pose information.
Pos( 0.000000, 0.000000, 0.000000 ), Quat( 1.000000, 0.000000, 0.000000, 0.000000), Scale(1.000000, 1.000000, 1.000000)
Finished adding parents of existing bones.
Sorting and pruning joints.
0 - KennyV2_Rig:root - parent index: -1.
1 - KennyV2_Rig:gun_root_JNT - parent index: 0.
2 - KennyV2_Rig:KennyV2_mesh_GRP - parent index: -1.
Finished sorting and pruning joints.
Calculating local transforms.
Calculating local transforms for skeleton bones.
KennyV2_Rig:root - Local Trans:( 0.000000,0.000000,0.000000) Quat( 1.000000,0.000000,0.000000,0.000000), Scale(1.000000,1.000000,1.000000).
KennyV2_Rig:gun_root_JNT - Local Trans:( 0.000000,0.000000,0.000000) Quat( 1.000000,0.000000,0.000000,0.000000), Scale(1.000000,1.000000,1.000000).
KennyV2_Rig:KennyV2_mesh_GRP - Local Trans:( 0.000000,0.000000,0.000000) Quat( 1.000000,0.000000,0.000000,0.000000), Scale(1.000000,1.000000,1.000000).
Finished calculating local transforms.
Exporting mesh KennyV2_Rig:Kenny_Teeth_Top_Low...
Mesh KennyV2_Rig:Kenny_Teeth_Top_Low has globalTransform:Pos( 0.000000, 0.000000, 0.000000 ), Quat( 1.000000, 0.000000, 0.000000, 0.000000), Scale(1.000000, 1.000000, 1.000000)
Num vertices: 477

The fbx is too large to link here is there another way to send the file? I forgot to mention, the fbx does work correctly when it is re-opened back in maya if that is helpful.

I can work around the issue by unchecking the "Use FBX bind pose" checkbox on the Plugins->FBX Importer Options dialog. When this button is not checked, we assume the bind pose is at frame 0.

I imagine there is some problem with how the bind pose is stored that is causing export to fail. It's possible I will be able to fix it and use the fbx bind pose, but I will make sure that FaceFX 2020 at least detects the problem and gives a more useful error or automatically uses frame 0 as the bind pose.

I was able to fix this issue, so it will be fixed in 2020. The FBX file had invalid skin clusters that are now skipped correctly. If you need to use the FBX bind pose, I can provide the FaceFX 2020 FBX exporter toolchain for you to use with FaceFX 2018.