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

Anonymous

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

Anonymous
Not applicable

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!

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Anonymous
Not applicable

I wanted to illustrate my problem so I created a simple example for it with images 🙂

 

First, I create a simple skeleton in Max:

still_01.JPG

 

Then, I freeze rotations on the bones to have them at zero in its bind pose:

 

still_02.JPG

 

Max creates a layer for each element in the rotation list:

 still_03.JPG

 

Then I import the skeleton in Maya using FBX. If I select the "left Arm", the Rotate Z channel has the value -128.66. This angle correspond to the angle of the current position, so it means that when I exported the skeleton from Max it ignored the zero rotation layer:

 

still_04.JPG

 

So I have to freeze the transformations in Maya for the joints:

 

still_05.JPG

 

The joints rotations are set to zero and the bind pose remains:

 

still_06.jpg

 

I did a simple animation in Max moving the "arms" and then exported using FBX:

 

still_07.JPG

 

And imported in Maya using "Update animation":

 

still_08.JPG

 

At the end, the animation looks right, the problem is that the animation is based on the initial rotations, so it ignores the freeze transformations at all as you can see in the next image:

 

still_09.jpg

 

The arm in it's bind position has again a rotation in Z of -128.66 when is suppose to be 0

I really don't know if there is a work around for this and I really appreciate any help with this. 

Thanks a lot

 

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