I've been faffing about with learning the workflow, which I've currently found to be:
1. FBX File
2. Import into 3DS Max
3. Adjust it by moving bones and removing polygons
4. Collapse to Editable Mesh
5. Delete original bones
6. Import bones from player character skeleton
7. Export to Maya for weight painting
8. Paint weights
9. Export to 3DS Max
10. Export to FBX.
But I get this rather odd error:
Any idea how to work around this? I might have screwed something up in the workflow, so any advice would be appreciated.
Replies
You should be able to edit everything within one tool, whether Maya or Max. Using both is inviting more errors.
The only thing I could find was painting the weights manually, which is extremely tedious and prone to missing verts. Is there a flood function somewhere?
Ahh, that does the trick. Unfortunately, I'm faced with the exact same issue as in the OP; the exporter complains about a gimbal lock, even after resetting the XForm. Here's the scene, a source .FBX containing the game's skeleton, and an .FBX of the model I'm skinning: https://drive.google.com/file/d/1Q2uYtIYg2Ae5k6blt-VcHJBlvVBQ_QYw/view?usp=sharing
I don't know how to fix that issue personally. Depending on what you need, you could make a new new bone hierarchy and position them where the problematic bones are in not too much time.
That's what I would do unless someone else chimes in and knows exactly what to do (Something is goofy for sure (I did a quick google and poke at that scene, reseting bone transforms, killing and remaking the skin after resetting, tried with TMC and linear rotations, poked at every setting in FBX options, nothing did anything .)