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Odd issues going between autodesk and blender

polycounter lvl 6
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Havie polycounter lvl 6
Hello all, 

I am more of a hobbyist/ programmer/modder , so I don't have a great understanding of 3D software technicals, but I have learned how to rig various models by vertex in 3Ds max. 

I recently had an an animator make me some animations (he used blender) and now I am trying to skin a mesh to this rig in 3Ds Max, however, it seems to have gone completely bananas.

The most obvious issues is under certain edit modes, it thinks the bones are all over the place
https://i.imgur.com/OFTWByA.png

I also cant seem to weight anything properly, I've toggled on and off "normalize" for the vertex weights under the skin modifier and even though those vertices are weighted 100% to the upper arm, they are just flying off into nowhere land. 
https://i.imgur.com/TPG77YC.png


does anyone have any advice on this? Is it simply not possible to take a rig made in blender, and skin a model to it in 3ds Max?

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