Hi everyone!
So I'm looking for the best way to send bones from max to blender. But it seems to boil down to a more generic thing: how to get bones into blender.
The issue is that the bone orientation in blender seems to point always in Y-direction. So if you want to have a connected bone system all these bones need to face in Y-direction.
Is it just that? Deal with it? I think I can - with bone retargeting and stuff - but if I have missed something pls. let me know!
cheers
Replies
Enable all these options while you import:
It looks right but if you export this back to fbx it will not end up the same
Now of course if you need to rely on any tool operating on the assumption that there is a "main" axis/orientation, then you'll run into obvious troubles. For instance you likely don't want to animate the armature directly. But as far as in/out operations you'll be fine.
However you do need to play close attention to the very top of the hierarchy (structure wise, and naming-wise) as you might run into cases of Blender adding an extra root bone on import and/or renaming the existing one. Can't recall in full detail, but I've had to do some editing on skeletons in that regard so that they re-export *exactly* as imported. Might have been caused by a bad setting on initial import though, not sure. It's definitely workable though.
Anyway blender can do a few other cool tricks instead.