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Bone import problems after weeks or trying - Other software works perfectly

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Message 1 of 13
ldotchopz7FPNL
969 Views, 12 Replies

Bone import problems after weeks or trying - Other software works perfectly

For weeks i have been trying to import a simple rig into 3ds max but no matter what version of max, import settings or manner of rigging eg mixamo or accurig, I aways get weird results in 3ds max

 

I have tested this rig in Maya, Motion Builder, Cinema 4d and Houdini just by dragging it in and it works perfectly and imports within seconds. See images below.

fbx-maya-import.PNG

fbx-motion-builder-import.PNG

fbx-houdini-import.PNG

fbx-c4d-import.PNG

    

 

3ds seems to take about 1 minute with results like in the image below.

fbx-3ds-import.PNG

 

The rig was a simple mixamo rig - you can find it here female-rigged-fbx 


please can a member of the Autodesk team have look into this because i cannot work it out.

 

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12 REPLIES 12
Message 2 of 13
paulneale
in reply to: ldotchopz7FPNL

Lets see just the bones. Never had an issue importing here before from any of those sources. 

Paul Neale

http://paulneale.com


Paul Neale




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Message 3 of 13
paulneale
in reply to: ldotchopz7FPNL

And what axis points down the bones in the original?

Paul Neale

http://paulneale.com


Paul Neale




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Message 4 of 13
ldotchopz7FPNL
in reply to: paulneale

This is what I’m trying to work out, they appear to be all going the wrong direction and be shorter that the limbs they assigned to. The only correct way of importing them is by using the fbx option to turn the bones into dummy’s. But I need them to be bones. I have provided the file to test in my post above 

Message 5 of 13

can someone please test this file so i know i'm not going mad

Message 6 of 13
paulneale
in reply to: ldotchopz7FPNL

What file?

Paul Neale

http://paulneale.com


Paul Neale




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Message 7 of 13
ldotchopz7FPNL
in reply to: paulneale

I added a link in my first post to the rig i am having issues with.

Here is it again -  https://www.dropbox.com/s/ikdwvnx82jg8swh/T-Pose-large.fbx?dl=0

 

I would love to know if this appears correct in other peoples 3ds max. the only way it appears correct in mine is by coverting the bones to dummy objects during the fbx import, but i really need them as bones, but they appear in the broken way i have shown previously, but only in max

Thanks

Message 8 of 13
K.W.J.P.
in reply to: ldotchopz7FPNL

It´s loading here - same like yours. Looks like a measure size problem.

 

AUTODESK is also already able to avoid the FBX import after it had been exported aout of Max a second ago: Crashing with error. I also dont understand, why meanwhile other Platforms are doing a good job, and AD is better worsining theire own Fileformat...

 

with the Bottom of my Heart, but this is inacceptable

Message 9 of 13
ldotchopz7FPNL
in reply to: K.W.J.P.

Yeah i'm confused how their own creation works better in other sotfwares too

Message 10 of 13
Diffus3d
in reply to: ldotchopz7FPNL

Doesn't appear correct here.  Those helpers import huge in Blender as well, though the bones are all oriented correctly there.   Mixamo rigs seem to cause headaches for 3dsmax.  If somebody made a mixamo rig fixer I'd pay for it because this problem is annoying.  

 

Sometimes I can fix it with Bone Tools at the bottom, but it's a crap shoot.  

 

Best Regards,

Alfred (AJ) DeFlaminis

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Message 11 of 13
K.W.J.P.
in reply to: Diffus3d

Yes, and the Name of this someone is called Autodesk. I don´t know what they are doing, but they worsening better more and more. I did an export in FBX only on some Geometries, even no animation or rigs inside. But If I checked this before giving it to my customers, I reimported it again, and Max was always hanging - without a chance to come back.

 

Tested in BLENDER - and it worked like a charm! Hey you Guys from AD - Broken Quadmenues, broken FBX functionalities, broken Vertexpaint tool just to name a few ... what's next?

You can read my threads... the development of 3D max is a total mess.

I know why lots of People are leaving even the Beta forum. They are talking against walls.

"from the bottom of my heart" (*)  ... and I know what they are doing: They are learning Blender. 

Its development is full of power speed and spirit - not to compare like the fat cats dev. in slow motion acting like someones working at a Tax Office or so. It happen here at AD .. sorry guys, this is a bad show, really! 😃

It one or two years, Blender will kick Max over Board and you know it! Huge companies are already supporting Blender (you see, that the Versions and features of blender are beeing pushed like hell) Autodesk will one Day wake up and see: something has overtaken me!! Ughh! Thats what history told us million times, but here is everyone def and blind. So sad.

 

* (a quote from a Product manager here from AD who wanted to sell me, that Autodesk is really doing "everything" to develop 3DMax well, I am tending to believe him, but maybe he is also only fighting against Windmills and cannot say the truth somehow. Of course.)

 

Sorry... after also broken Quadmenues in Max 2023 ( decreasing font sizes) and the pure inability not to get this little one fixed during an update of 2023, this is farce!  After 100 times of requesting little things like : Shift Drag drop extending Splines, setting the automatic update in the Grapheditor to "default ON" - which is all little jokes, yes, it finally comes after Years of waiting, but it gives the picture to the community, that there is only 2,3 Guys developing Max... is that true!?

Message 12 of 13
Diffus3d
in reply to: ldotchopz7FPNL

Let's be clear, it didn't work totally right in Blender either.   The helpers are way big and strange.   There's somethin strange about how mixamo rigs are constructed.  Bottom line, mixamo is janky and there's no denying it.  Still awesome though.

 

Best Regards,

Alfred (AJ) DeFlaminis

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Message 13 of 13
ldotchopz7FPNL
in reply to: Diffus3d

Thanks for testing it in blender.

You are correct, Mixamo rigs are not the best but they used to always work correctly and were an ok placeholder. But this is not just Mixamo, I have also tried AccuRig and i get the same problems. Not sure what's going on which is why I was hoping someone would import it perfectly into 3ds max so i knew it was something i'm doing wrong. sadly it seems others are having issues too which is telling me it's 3ds max issue.

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