Tons of errors when exporting .max to .fbx, and no rig exporting with the model?

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I need to export a few .max files to .fbx. I'm having a lot of trouble even after following tutorials on how to do it.
These are the errors I'm receiving:
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The plug-in does not support the following objects' geometry type and will convert them to editable polys. Morph and skin deformations may be lost.
If 'Enable in Viewport' is deactivated, closed shapes are capped and open shapes are converted to dummy objects with no edges or faces.
If 'Enable in Viewport' is active, the Viewport settings are used for the mesh conversion:
-otter_l_Paw_ctrl
-otter_r_Paw_ctrl
-otter_l_Foot_ctrl
-otter_r_Foot_ctrl
__________________________
The plug-in has detected one or more animation controllers that cannot be directly supported. Using the Bake Animation option may better address these limitations. The following nodes are affected:
[lists ALL the bones/nodes in the model]
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The following maps are only supported by 3ds Max; they will not be recognized by other applications. To learn how to convert them so they will be compatible with other applications, see the Render Map Dialog topic in the 3ds Max documentation.
-Map #11
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When I load the exported .fbx into Maya, it's solid red (no shading, even) and has no rig at all.
Any tips would be MUCH appreciated. Thanks!