Blender to 3ds max via .FBX - Import Game Rig with Skinning/Weights intact

Blender to 3ds max via .FBX - Import Game Rig with Skinning/Weights intact

projinf3d
Enthusiast Enthusiast
6,049 Views
2 Replies
Message 1 of 3

Blender to 3ds max via .FBX - Import Game Rig with Skinning/Weights intact

projinf3d
Enthusiast
Enthusiast

Hi all… I want export a game character rig from Blender 2.79 to 3ds max… In Blender v2.79, the mesh is weighted/deforming as intended which I wish to retain this data on export essentially to use the facial bones for animating/morphing in Max…

So far .fbx is the winning format (opposed to collada .dae) for getting the armature into Max with no warnings/errors…

I’ve tinkered with the export settings to the best of my knowledge but once imported into Max, within the Skin modifier settings, I can see that all crucial bones are weighted just the same as in Blender but the bones ‘appear’ disconnected & the mesh does not deform with the bone, so its like something needs to be re-connected or data is missing/corrupt!?..

PLEASE HELP!!!ble2maxble2max

 

6,050 Views
2 Replies
Replies (2)
Message 2 of 3

projinf3d
Enthusiast
Enthusiast

Out of impatience & determination to achieve my goal, I found a hack-like workaround... Made facial morph targets in Blender & saved them out as .fbx, Imported each one into Max & added them to a Morph modifier.. the rest of the body I can animate with Mixamo & will replace the head with the morph targets... YAY!!! Smiley Very Happy

 

Kinda solved!...? 

Message 3 of 3

Anonymous
Not applicable

Was finding for something like that, almost same situation, i'll try!

0 Likes