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fbx problems

Ruz
polycount lvl 666
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Ruz polycount lvl 666
There is one thing really bugging me and its the conversion of the key frames from one package to another.
I want to keep the keyframes in exactly the same place/exactly the same amount when converting but what you get instead is an approximation depending on the settings you use for constant key reduction and key reduction

With key reduction you just get a strength slot, obviously the higher the setting the more key frames get stripped out.
Tbis is not really what i want though

It doesn't seem to export groups also form max which is a pain if the groups are animated

any ideas?

Replies

  • renderhjs
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    renderhjs sublime tool
    ideas:
    - don't use groups (they are bad in max anyway), instead link stuff for example to a dummy object and animate that dummy object instead: gives you so much more control
    - if I am not mistaken the FBX format is not the only one that saves animations, I am not sure anymore what the max animation save file format was (in the animation menu) but chances might be that maya understands those. They should be more accurate as the FBX stuff


    my experiences with FBX haven't been that great either - I got deleted UV-channels (no channel at all) on Polygons (tris, quads, ngons,...) when exporting from Max2010 to Max2009. But I heard so often from others that it is supposed to be great
  • Ruz
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    Ruz polycount lvl 666
    yeah i knew about about animating dummies, but was a bit lazy in doing it as the animation was 'really' simple. in hindsight I should have though.
    its odd that I always link to stuff to bipeds, but in this instance my brain didn't make me do the same.
    FBX is weird though, I really can't see why it should be a big deal to recreate the keyframes in the same place.
    Is it because I am using biped I wonder and the default controller is TCB Perhaps FBX gets confused or something.

    I forgot about the save animaiton dialgoue. I will look at that now, cheers renderhjs
  • Flynny
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    Flynny polycounter lvl 9
    So far FBX hasnt been as good as it was made out to be..
    Atleast some of it works i geuss ;)
  • Mark Dygert
    Make sure both apps are set to the same fps. If you're exporting at 3ds set to 24 and Maya is defaulting to 30 your keys will be off. It's also important to match the exporter to the importer version.
  • Ruz
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    Ruz polycount lvl 666
    yeah i tried that too vig, seems to make not much difference. both have same exporter version too
  • Vailias
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    Vailias polycounter lvl 18
    I had the uv loss happen to me today. annoying as hell.

    Try collada if you have recent versions of max and maya. It might work better, and yes it supports anims. Well the format does anyway the max and maya importer/exporters ought to, but I haven't been able to test it with my older version of maya.
  • sama.van
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    sama.van polycounter lvl 17
    Does the FBX plugines can export Uvs animation from Maya??

    I didn't success at all and using the PolyMoveUV node...
    Does someone know if there is another to export that thing? (Actually a plane with 4 Uvs.....)

    (And FBX is shit... doesnt' have a right mel commands library :D mouahahah )

    Actually have to export again more than 40 animations and that shit take time for nothing >_<...
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