View Full Version : fbx format > max 8 to max 7
IGhosTDoGI 10-28-2005, 10:14 AM got anyone detailed experience with the new alias fbx format?
are there any problems with the export processing from max 8 to 7, cause i got to maintain some constraints (look at), biped, morph and skin modifier to max 7.
thx
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kot-3d
10-28-2005, 01:25 PM
If you export from MAX-8, MAX-7 can’t import this .fbx file adn say "error". If you have MAX-7 and 8, you can copy plugin file fbxmaximp.dli from 8 to 7 and it will work-) But maybe not correct. I’m try this thing with elementary scene once.
peekoot
10-28-2005, 01:44 PM
If you export for MAX-8, MAX-7 can’t import this .fbx file adn say "error". If you have MAX-7 and 8, you can copy plugin file fbxmaximp.dli from 8 to 7 and it will work-) But maybe not correct. I’m try this thing with elementary scene once.
this is probably because you have to update your max7 fbx plugin..
i had some experience with fbx and i know it exports/imports basic skeletons, animation on them, skin and morpher.. not sure about constraints..
i found that sometimes it will not import (or export.. not sure) UV maps.. so you might have to do that via .obj format (uvs only).. and transfer them to your model via save/load in uvwuwrap modifier..
IGhosTDoGI
10-28-2005, 01:50 PM
reloading your uvs in the uvm modifier should be no problem.
most important thing is, that biped, skin and morpher will work properly.
allright thx.
robinb
10-28-2005, 04:23 PM
It won't import the bones as a biped, even if it was one when you exported, they come in as regular max bones.
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