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FBX export skin problems

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Message 1 of 4
GhoulFool
998 Views, 3 Replies

FBX export skin problems

I'm having problems exporting a walk cycle to Unity3d via FBX. It's a custom skeleton rig with IK feet & it looks fine in 3ds Max.

However... in the FBX viewer the skeleton animation is playing correctly, but the mesh (deformed by the skin modifier) isn't deforming properly - legs & feet don't move, the upper torso is angled correctly. It's almost as if the skin modifer is switched off but the mesh moves with the hips.

 

I'm using the default FBX export settings(2006.11.1) Am I missing a setting on the export somewhere or do I need to fix something in Max?

Stuck in a timewarp with 3ds Max 2008
WinXP x32 (SP3)
i7 CPU, 950 @ 3.07GHz, 3.5Gb Ram, DX 9.0c
AMD Radeon HD 5500, Display Driver ver. 9.00.100
Coffee: Almost empty

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3 REPLIES 3
Message 2 of 4
GhoulFool
in reply to: GhoulFool

I've boiled it down to it's rudimentary nature in a simple test - deforming a cylinder. Please see attached files, if anyone so inclinded wants to take a look at it.

 

Stuck in a timewarp with 3ds Max 2008
WinXP x32 (SP3)
i7 CPU, 950 @ 3.07GHz, 3.5Gb Ram, DX 9.0c
AMD Radeon HD 5500, Display Driver ver. 9.00.100
Coffee: Almost empty

Message 3 of 4
GhoulFool
in reply to: GhoulFool

It seems that IK Solvers are not supported by FBX at this level.

Don't all thank me at once.

Stuck in a timewarp with 3ds Max 2008
WinXP x32 (SP3)
i7 CPU, 950 @ 3.07GHz, 3.5Gb Ram, DX 9.0c
AMD Radeon HD 5500, Display Driver ver. 9.00.100
Coffee: Almost empty

Message 4 of 4
czod
in reply to: GhoulFool

Thanks!  Now I don't have to torture myself trying to figure out why the IK isn't being imported.

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