Ok bit of a theoretical question here.. Say i have a weighted model in maya and i want to make variations of this model in max (probably only moving verts not creating new ones (although that would be useful too) so I export the model as an FBX start editing it in max and then bring it back over to maya as an FBX will it keep its rigging from maya it originally had and the weighting, If not how would i accomplish this without having to redo the rigging and weighting again in maya... ? Hope this makes sense.
Thanks in advance!
Jody
Replies
FBX can export weights pretty well and it does support some constraints and stuff but the likelihood of getting a complex rig from maya into max and it still work correctly are close to none. It's unlikely you'd ever really need to do this anyway.
I think Maya has a similar function with transfer maps, so you might be able to get it done in Maya.
IMO you should not need to transfer any skin weighting into Max in this case since Max is only being used to modify the geometry.