Btw, is there any reason for baking or not baking the animation when exporting? I know if I use the export animation and specific a start/end frame which doesn't have a key (like if you have a key at 1 and one at 100, and export 30-80), you don't get any animation exported, which was why I would think that exporting it…
We run into some of the same problems with FBX. We can't bake key per frame because we would use it to store animation clips that we load back in and work on, blend with other animations and put them in other packages where we need curves not key per frame. It also saves all animation even when specifying a range, even…
I am still hitting this issue now and it is a real pain. I'm exporting a camera via script to different files with different frame ranges (for example, camera01.fbx is frame 0-10, camera02.fbx is frame 10-30 etc.). However since the animation is not necessarily keyed on these precise frames (I have a key on frame 8 and a…
Hi there, As a noob I'm struggling to find a way for correctly setting the animation with the exporting of a fbx fila from 3ds max. Lets start from the beginning. I have made a gun model and animate it. The animation sequence starts from frame 1 and finishes at frame 62 with a custom FPS of 10. I have to maintain this…
Nowadays I never export objects with keyframes. I only export objects that use position and rotation constraints. I think Autodesk hasn't fixed it because it works between DCC apps and game engines like Unreal and Unity let you crop frames. So there is no mass of people speaking out about the problem. I have our animation…
The latest FBX plugins act very strange. But you should be able to fix it with these steps. 1. Start your animation at frame 0. 2. Select all your objects and remove any keys set outside of your desired frame range. 3. Change your active time range to match your frame range as well. 4. Make sure objects you want to export…
@Mark, Yeah we stopped using presets and I explicitly set every option with MaxScript before each export. That and the dummy skeleton mention above all happens when hitting the "Export" button. So it's pretty painless for me now. @McGreed, I know it's an old question, but it's good to bake and resample animation because…
Yep, that's exactly what we're doing here now too (presumably for the same reasons). I was actually using hold/fetch to reset the scene state after export instead of just deleting, but doing that uncovered a whole host of bugs in Max 2012 (e.g. a 100% crash if you have a textured dx shader active during hold/fetch), so…