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thanks for taking the time to read my question. I have a mesh that I've rigged and set up in Blender, and I'm exporting it as an FBX to use in other applications. I use a program called Noesis to translate Blender's export into a version my target software, Poser, can read. It looks fine in Noesis:

enter image description here

But when I import it into Poser, some (but not all) of the bones are rotated 90 degrees:

enter image description here

I can manually re-orient the bones and make it work, but I'd rather understand the problem. Poser doesn't have any options when importing FBX files, so I'm hoping this is something I can fix on the Blender side. Any idea how I can export an FBX without this result?

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  • $\begingroup$ Hard to tell without knowing all the details of your project, but often things like this amount to a Z-up vs a Y-up issue or something similar. For example, blender uses a Z-Up system as a basis for it's orientations, whereas something like Unity, uses Y-up. Usually there are settings to convert in the exporter, but you are saying there are no config options in the one you are using? $\endgroup$ – Christopher Bennett Feb 16 at 17:23
  • $\begingroup$ Yes, that's correct. The only options Poser offers is to scale the imported FBX. I've been experimenting with the axes, and while it does point the problem bones in different directions when I change these values, it doesn't do it correctly. $\endgroup$ – Jack Harris Feb 16 at 17:29

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