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Exporting 3ds Max rig to MAYA

6 REPLIES 6
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Message 1 of 7
Anonymous
4816 Views, 6 Replies

Exporting 3ds Max rig to MAYA

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,
Tags (1)
6 REPLIES 6
Message 2 of 7
mspeer
in reply to: Anonymous

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?

Message 3 of 7
Anonymous
in reply to: mspeer

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?
Message 4 of 7
mspeer
in reply to: Anonymous

Hi!

The orientation is Y-up here.

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

Message 5 of 7
Anonymous
in reply to: mspeer

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.

Message 6 of 7
mspeer
in reply to: Anonymous

Hi!

 

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

What's the problem?

turtle.gif

 

 

 

Message 7 of 7
Anonymous
in reply to: mspeer

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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