Exporting a rig, but importing it is broken

So I’m trying to do a rig export Or at the very least, turn a character rig into something compatible with another software like Maya.

I’ll use this as my example:

How would I go about doing an export like this? I did try it with another model, but when I imported the rig into a new scene, it was broken and didn’t seem like any of the mesh was parented to the rig.

Are you actually trying to import your exported Blender rig into Autodesk Maya?
Can you share the file so I can test it?

Not exactly, it’s meant for someone else.

But I can’t actually share the file because I haven’t been able to correctly export the rig, which is the problem I’m currently having. Because I don’t know how much of the rig I need in order to export. Is it just the original bones, or the whole thing including the controllers?

Controllers won’t work in another app. So you don’t need to export those.

You might give more information about what you are doing.

Essentially, to get the rig out of Blender just export the deform bones.

What you do after that will depend on what you want to use it for in the other app.

There are lots of things to consider in just exporting. You might want to find some tutorials.

There is also this:

https://superhivemarket.com/products/better-fbx-importer--exporter

Learn that to improve fbx exports.

so you are prohibited by some legal contract from sharing ( what I assume is )the .blend file?
is this “someone else” using Maya?
I ask because all a Maya user will need is your mesh & textures
and he can have this simple biped character rigged with a basic Maya human Ik rig in Less than one minute.
(I am a Maya user BTW)

slightly more time if he needs a facial rig
and as @Richard_Culver stated ,rig controllers are not exportable at all
even blender should be able to export the weighted deform bones as FBX

Oh no, the file I’m using for this example is just the Porl model from Blendswap, as opened in Blender 4.4.
Porl.blend (3.4 MB)

It’s not the exact model I’m trying to export (it’s a Zenless Zone Zero character, specifically newcomer Seed), but I’m having issues no matter the rig as I’ve never done this before. Not helped by the fact that I don’t know a) what rigging system the rig itself is and b) where the deform bones are on the rig. And yes, this other person is using Maya. But he wants the bones and shapekeys for the model.
I have to link this as the file is too large for the site.

@Richard_Culver I do have that FBX addon, but for some reason, it crashes in all the 4x versions I’ve owned when I try exporting, though I assume it’s just the version I used not being compatible.

We are using it with 4.5.

There are a few ways to find the deform bones.

Most rigs will have some kind of marker on the name such as a prefix DEF.

Also it is likely they live on their own bone layer. (Collection).

So you can try looking for that.

Looking deeper, the Deform check box in the Bone tab will be checked and likely unchecked for other bones.

Also when you export try “only deform bones”’option.

Doesn’t always work.

Regards shape keys you might have to uncheck “Apply Mofiders” in fbx export.

And also you might have to add some animation to it for the shape keys to read on import.

It’s been so long for me. Sorry just tossing a few things out.

It’s not the exact model I’m trying to export (it’s a Zenless Zone Zero character, specifically newcomer Seed), but I’m having issues no matter the rig as I’ve never done this before. Not helped by the fact that I don’t know a) what rigging system the rig itself is and b)

Ok a few things to unpack
First your google drive file has restricted access
I can’t download it.

the file you posted here is very low poly and the blend shapes have no values which is moot because Blender cannot export them in a way that they would work in Maya anyway in my experience

I can easily get a simple human IK rig on your low poly character in Maya but again, moot because I have no idea what kind of rig is on that actual “zenless zone” character which I assume is from
the “Zenless Zone Zero “ video game.

conclusion: you seem a bit out of your depth here TBH
and I suggest your friend with Maya steep himself in that “Zenless Zone Zero “ video game mod community and sort this out himself.

Can. But I don’t have Maya to test it and repeat the steps. Just that I have done it many times in the past.

If I remember correctly, it’s the uncheck apply modifiers and maybe a even have to add animation to it and import the animation in Maya then they will come.

Problem is, he wants me to do it, which is why I’m asking. And considering I’m already very unfamiliar with rigging characters in general, it’s why I asked.

Also here’s a fixed link. (NSFW)

Generally, the issue I have with this rig is that I don’t know which bone layers are supposed to be the deform layers. Not helping here is that I don’t know if this is a Rigify or Auto Rig Pro rig in play.

Not helping here is that I don’t know if this is a Rigify or Auto Rig Pro rig in play.

Hi your “Zenless Zero” character has an ARP rig
If you plan to be involved in exporting ARP rigs to Maya you need to invest in the Addon (quick rig extension is highly recommended)
https://superhivemarket.com/products/auto-rig-pro

That will solve the issue of exporting a usable FBX deform rig to Maya or game engines etc.