Hi guys, I have a bit of a problem when trying to export an animation from Maya and import it into 3ds Max. I've searched high and low and asked several people about it already but nobody has had the answer yet. I have virtually no experience in Max so it could be a very simple setting adjustment.
I'm using the .fbx file format. These are the settings I have
![FBXexport.jpg?w=2560dbdb](https://dl-web.dropbox.com/get/kev/FBXexport.jpg?w=2560dbdb)
When I import the file into Max the control handles are still key'd out and animating like in Maya, but the joints are no longer constrained to the controls so the character doesn't actually move.
Does anybody know what I'm doing wrong?
Thank you for any incite you may have.
Replies
Geometry :
Smoothing groups
Smooth mesh
Animation:
Animation
Bake Animation:
Bake Animation
Start/ 0
End/ 96
Step/ 1
Deformed Models:
Skins
Blend Shapes
Constraints:
Constraints
FBIK Definitions
I'm truly a noob when it comes to FBX and Max..
You could try baking the animation in Maya to the skeleton, and re-exporting to FBX again.
To do this set the "Bake Animation" setting to true, set the start and end to match the desired time range (this gets set based on the time slider by default) set step to 1 and also set "Resample Animation" to true.
There will almost certainly be bone flipping caused by quaternion to euler conversion.
Maya offers an option to retain quaternion interpolation at export but max doesn't seem to like importing it.
You could try importing the skeletons, switching all rotation controllers to TCB and then re-importing the animation (use the update only option in the importer dialog for this)
chances are you're going to have to do some cleanup whatever happens though
What I ended up doing to get it to the point it's at now is I exported the controls and the joints separate and gave the joints their own keyframes... Doesn't exactly work like the maya file, and doesn't really show my original keyframes that well but the motion is there. I guess the only problem I'm still faced with is the arm flickering.. kind of strange.
theres a few scripts floating about that reckon they fix it - try swithcing to TCB controlers and reimporting onto the same skeleton though - you might get lucky
basically, it's the same as Maya only you have to forget all the stupid non-windows control methods and use sensible ones instead
press H to get the equivalent of the outliner (very slow and modal) or use the layer manager window to do selection (non-modal and fast)
That's pretty simple to work with. I've already found where a few of the keys went crazy. Hopefully cleaning up the graph will fix it