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transfer bound mesh from max to maya

polycounter lvl 20
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MikeF polycounter lvl 20
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

Replies

  • Mark Dygert
    What version of Max and Maya are you using? If its an older version of Maya and a newer version of 3dsmax I bet the fbx import/export plug-ins are different and wouldn't read correctly.

    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...
  • rooster
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    rooster mod
    collada might be worth a try?
  • TWilson
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    TWilson polycounter lvl 18
    Unless you need to do this a whole bunch of times... I'm guessing you're going to spend more time trying to figure it out and working through the bugs than you would if you just re-rigged it.

    If you find a sweet solution I hope you post it back here though :)
  • CheeseOnToast
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    CheeseOnToast greentooth
    What about a game format like Valve's SMD? Both apps have importers/exporters for it. Just be careful about naming conventions in max, since maya doesn't like spaces in names, or simple numbered bones (not that you'd just be numbering them, but just in case).
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