Prolly no way of doing this cleanly, but i have a rigged character in .max format that i need to bring in to maya for animation, any way of doing this?
i've tried a few different formats including .fbx, but the bones always fail on import. geometry is fine though
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It should give you some error messages when you export to FBX if something is wrong with the bones. It could be a naming convention thing, what names are you giving your bones?
Motion Builder is picky about the names of bones also, I think there are some simple rename scripts floating around? If not, try using the biped naming convention might work, as it imports bipeds flawlessly, but that could be something other then just naming...
If you find a sweet solution I hope you post it back here though