Hello all,
I have a strange issue when I import to 3ds Max .fbx files created in Maya. In maya pivots of the elements were positioned in the centers of the objects. However when I import these meshes to 3ds Max all the pivots are in the 0,0,0.
Has anyone had similar issues?
I dig the forums a bit but I did not find anything similar to my problems.
Cheers,
AQ
Replies
Max and Maya: 2016
.fbx version 2014/2015
updates are installed
I've just checked this on 3ds max 2014 and it's the same.
On the FBX in ASCII it's noticed that pivot is exported properly as the "Lcl Translation" is set to the correct position. same thing happens when exporting from max the Lcl Translation is set in the fbx file, but maya manage to get the pivot right. Max somehow is resetting the pivot on the center for the maya import only, because when the export comes from max it's set properly ... so basically haven't found a difference so far in the text format of the file it has to be deeper in max importing/recomputing meshes. I'll need to investigate more and maybe i'll find a way for max to stop resetting pivot when importing ... but yeah it sucks that autodesk can't manage to get their own shit work with one another.
Quick work around tho : if you don't have to import animation (hope that's not what you're trying haha) .obj export works like a charm in both ways. generally speaking obj is the universal format that kinda always does it right.
I've just done a test (both 2017 but like i say, never had the problem)
Transforms are respected when objects are at root or attached to a group and whether you use export all, export selection or send scene.
It's probably worth mentioning that Maya groups are interpreted as Max groups when they come into max - depending on version that may mean you can't select the geometry directly without ungrouping (you can in max 2017 - not sure with 2016, didn't use it much because it was crap).
As far as I'm aware there's nothing in the fbx import or export options that allows for resetting pivots - even if you dick around with scripts so it's unlikely the issue is happening there
if you're using extra scripts for the export then try bypassing them as they might be doing something weird.
These little annoyances that pops up with autodesk products are so messed up and are giving me headache haha ... but yeah there's always work arounds. Cheers
I don't know if that could mess up the pivot (doesn't with me), but i do know it messes up just about everything in the entire fbx file when you import it into max aside from the geometry, that's the only thing that is preserved if you try to import with multiple sets.