No picture? well I'll just list what is checked off then 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..
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…
Monster, how do I do that? I'm not really that well versed in dealing with animation. Is what your suggesting basically going to key out the movement of the joints?
You could bake the motion on export with FBX to save you baking it in the scene. 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.
In my experience constraints don't transfer when going from Max to Maya, only to MotionBuilder. However, you are baking the motion so it should sill import correctly. You could try baking the animation in Maya to the skeleton, and re-exporting to FBX again.
what Warheart says works 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…
I got it working by animating the joints themselves, however the arm is flickering as it moves. I gave your method a shot Warheart but it didn't quite work. Not sure what the issue is with the file. 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…
the flickering is probably the joint flipping I mentioned - you'll see spikes in rotation curves for the joints in question. 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
yep - select something, right click and choose curve editor 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…