Exporting animated character from maya to 3dsmax

Exporting animated character from maya to 3dsmax

Anonymous
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Message 1 of 5

Exporting animated character from maya to 3dsmax

Anonymous
Not applicable
Hello,
I have a project i did everything in maya (rigging skining and anination) but i need to render in 3ds max for some reason. I tried many ways to export the character from maya into max but it is not working. Does anyone advive me what to do and how to do it.
Again i animated in maya but i need to send the aninated character to max to render it with the scene.
If you can give me solution as soon as possible
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ads_royje
Alumni
Alumni

Hi @Anonymous,

 

What is not working specially ?

Is it meshes, skinning, animation ?

 

If it is about Animation, when exporting from Maya to Max, Export as FBX.

In the FBX menu, there are File Type Options > Presets 

Using the "Autodesk Media & Entertainment" preset should give the same results in Max.

Some animation Rigs, like HIK or custom rig can use Maya (position, orientation) Constraints or other advanced scripting.

In these cases, I would recommend to use the above preset "Autodesk Media & Entertainment" preset.

And modify in Animation > Bake Animation to ON.

Some issues 'may' occur with rotations between Maya and Max. You can experiment with the Animation > Extra Options > Quaternion Interpolation Mode

"Retain Quaternion Interpolation" give the best results in general.

 

I hope this can help, if not, let me know!

 

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Message 3 of 5

Anonymous
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So what to do step by step please.
Should i selcet only the mesh or with the bones or with contoles.
And if i exported fbc should i cash the meshe or bake anything or what.
Thank you allot in advance
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Message 4 of 5

ads_royje
Alumni
Alumni

Hi again! 🙂

 

Here is a step-by-step

 

In Maya, 

. File > Export All

. Type > FBX

 

In the FBX Options 

. Choose Autodesk Media & Entertainment preset

. In Include > Animation > Bake Animation : Set it to ON

You can also change the Quaternion Interpolation to : Retain Quaternion Interpolation (This give the best results in most cases, you may try other option if you have issues with Rotations) (Not mandatory)

MayaFBXExportAnimation.jpg

 

Export the File

 

In Max

. File > Import

. Choose the exported file

. in the FBX Import, choose the Autodesk Media & Entertainment preset

. you can go in Animation > Bone Creation > Bone conversion > Set to Leave as Bone (not mandatory)

 

I've attached a video of this workflow.

 

I hope this is clearer 🙂

Message 5 of 5

Anonymous
Not applicable
hi again,

thank you allot for your message and your "step by step" video.

thank you for you time.

the process is workin totaly but i have a small problem.

I have a blend shape dor my character. i am talking here about a blink for each eyes. so i have to blendshapes for the blinks. the right are working and the other are not blinking in max. what do you think i should do
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