3ds Max freezed transformation on bones are not freezed when imported into Maya

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Hi,
I've been trying to sort this out for days but I have no idea if there is a work around for this situations.
What I'm trying to do is to export motion from 3ds Max into Maya using the same rig.
I have a very simple rig, just bones that I created in 3ds Max and then exported to Maya. I freezed the transformations in Maya so no matter what angle the joints are pointing, they will always show 0,0,0. I did the same in 3ds Max, freeze the transformations for each bone, so when I'm in Gimbal mode, all my values are zero.
The problem is that when I export an animation from 3ds Max into Maya (with FBX) all the animation looks wrong because it is bringing the motion ignoring completely the zero values, so for example, if I rotate a joint/bone 45 degrees in X, it is suppose to show me something like 45,0,0 but it will start from the original rotation, lets say that it was 65,0,0 so the final rotation will looks like 110,0,0 instead.
When I freeze the rotation what I expect is to have that as my bind pose, but the motion that I'm bringing from 3ds Max is ignoring the zero layer that 3ds Max creates.
I really hope someone can help me with this.
Thanks in advance!