Home Technical Talk

Export Biped from Max to Maya

polycounter lvl 7
Offline / Send Message
Chiffy polycounter lvl 7
Hey guys, I'm trying to export a biped rig from Max to Maya by exporting to .fbx from Max. I want to skin the model in Maya using the bones from biped that Maya creates for me upon importing my model into it. Is there a way to do this? I tried to select all the bones and the mesh and went to skin, bind skin, and it didn't work. Is it a problem with the bones themselves that take the place of biped? I don't know how to rig in Maya at the moment, and was hoping to circumvent that with the rig that imported from Max.

Replies

  • monster
    Offline / Send Message
    monster polycounter
    In Maya you select the mesh(es) first, and then only the root joint before hitting Smooth Bind. If that doesn't work you can apply the Skin modifier in Max and add the Biped bones before exporting the fbx.

    However, I don't understand the problem. Just saying it doesn't work isn't very informative. What does happen? What version of Max and Maya? Is there a reason you don't want to create the skeleton in Maya? Have you tried Maya's Human IK?

    Importing Biped from Max will give you joints, but the animation "rig" will not convert. You'll just have a hierarchy of FK joints.
Sign In or Register to comment.