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

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

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

Anonymous
Not applicable

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:

 

__________________________

 

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]

 

__________________________

 

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

 

__________________________

 

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!

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lequangvinhbkhn
Enthusiast
Enthusiast

You might try to put this script in "C:\Users\(Your User Name)\AppData\Local\Autodesk\3dsMax\2017 - 64bit\ENU\scripts\startup"  and see if your problem goes away.  

 

Besides, you can try to " bake animation "

This option lets you bake (or Plot) animation at export time. When you activate this option all unsupported constraints and controllers, including the 3ds Max Biped, are resampled into animation curves. You can then import these curves into another application that does not support these 3ds Max constraints.

http://images.autodesk.com/adsk/files/3dsmax_fbx_plug-in_help_2013.pdf page 36, this will help.

 

 

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.


This means that you're trying to export a material that is using a Checker map. And since this map is a 3ds Max procedural map, it can't be exported.

 

So what you need to do, is to render this map as a bitmap. I'm not near Max now, and I can't remember the exact details, but somewhere in the top of the material editor, there is a command/button for "render map". Select your Checker map, select/press "render map", set the size, location and name and press ok.

 

After exchanging the Checker map with rendered Checker bitmap in your material, you should be able to export without this warning.

 

 

______________________________________________________________

Architect at Phuong Vinh Interior Design, chuyen thiết kế nhà Hải Phòngxây nhà trọn gói Hải Phòng

 

 

Message 3 of 4

Anonymous
Not applicable

Thank you so much for your detailed answer. I really appreciate it. 


When you say this:


@lequangvinhbkhn wrote:

You might try to put this script in "C:\Users\(Your User Name)\AppData\Local\Autodesk\3dsMax\2017 - 64bit\ENU\scripts\startup"  and see if your problem goes away.  

What script are you referring to?

 

Thank you!!

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Message 4 of 4

jon.bell
Alumni
Alumni

Hi lequangvinhbkhn,

 

Thanks for your response. You do mention a specific script in your answer, but I'm not seeing it attached here. Could you please check this and let folks know what this is supposed to be? Thanks!



Jon A. Bell
Senior Technical Support Specialist, 3ds Max
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