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Exporting 3ds Max rig to MAYA

Anonymous

Exporting 3ds Max rig to MAYA

Anonymous
Not applicable

Hi,

Export with FBX, load to Maya. Then the orientation of the joint is messed up.I want to fix it.
I did like this:
1.Export current skin weight
2. Unbind skin
3.Freeze transform geometry and joint
4.orient joint
5.bind
6. import weight map what I exported at 1
then, skin weights are broken.
How should I fix that?
Attach the FBX created 3dsMAX.
thanks,
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mspeer
Consultant
Consultant

Hi!

I imported the fbx file to Maya 2018.3 and can't see any problem.

What should be wrong here, how does it look for you?

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Anonymous
Not applicable
the orient is not Yup . So I wanna fix that.
Yes just loaded there is no matter but if I want to fix orientation there is problem. Isn't it?
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mspeer
Consultant
Consultant

Hi!

The orientation is Y-up here.

If you want any other orientation, just rotate your object (the skeleton).

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Anonymous
Not applicable

Hi,

--

The orientation is Y-up here.

 If you want any other orientation, just rotate your object (the skeleton).
--
>The orientation of each bone is different. You mean not using orient joint but rotate individually?

Thank you for your kindness.

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mspeer
Consultant
Consultant

Hi!

 

This is what i get orig model + model with joints (+ one duplicated and free rotated model).

What's the problem?

turtle.gif

 

 

 

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Anonymous
Not applicable

hi, 

Thank you for your reply.
What I want to fix is this Orient. If I freeze the transform, the skin will be broken. Of course, I can also attach controls without fixing this Orient. If I had a way to make all the orientals Y-up without breaking the skin I wanted to know that. 

orient.PNG

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