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Hi
Learning maya from 3ds max.
Have been looking for awhile and have found all kinds of contradictory directions (none of which have worked) on how to expoort a character model that has been posed/deformed with a humanIK rig, that retains the pose on export.
I don't need the animation, just the posed geometry so that I can export it as FBX for import into another application.
No matter what I have tried, the posed (exported) geometry comes in unposed and back to the original T position that the character started in.
Have tried baking and removing keys, have tried the export options suggested here -
and quite a few other techniques.
Any help at this point would be greatly appreciated.
sam
Solved! Go to Solution.
Hi!
Just duplicate the geometry, without any skeleton and keys it will preserve the pose when you open the file.
Otherwise you need to create keys for the pose or it will be overridden by other keys.
@mspeer wrote:Hi!
Just duplicate the geometry, without any skeleton and keys it will preserve the pose when you open the file.
Otherwise you need to create keys for the pose or it will be overridden by other keys.
Thanks.
I haven't had time to try this yet, but I have a feeling it will work as I was surprised when I tried to duplicate a rigged character in Maya only to find out that you can't. Apparently you must re-import the character to create a duplicate. When I did try the duplicate I saw that the mesh was still posed, though no longer attached to the rig, so thanks for your feedback, very helpful.
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