View Full Version : 3dsmax 9 import fbx animation
matzelarts 11-26-2007, 07:17 PM hi there i created an animation in motionbuilder. plot it from the control rig to the skeleton , reduced the keys and saved the fbx-file. now when i only import the animation into max thousand of keys are present for the biped. what i am doing wrong? i mean, why cleaning the animation if the importer plugin produces to many keyframes. i did use the default importer settings. thx
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bclark
11-27-2007, 12:01 AM
don't let the import plugin resample the data in to max. set the fps to 0 I think to make it not bake it, to just import it. I don't have max up right now but try that and see if it works for you.
Also turn off the filters under animation button along with the resample rate.
I don't know if that is possible (if you find a way, please post it here!). Take a look at page 7 of FBX White Paper (PDF) (http://images.autodesk.com/adsk/files/fbx_whitepaper_nov2007.pdf) (or go here (http://usa.autodesk.com/adsk/servlet/index?id=6837478&siteID=123112)to download it), I think MB->Max is the "Emulated Compatibility" case. Anyway, you should only want that if you plan to edit your animation again in Max, which is not a good idea if you have Motion Builder. If you just have further bones (wings, tails, extra arms/legs, etc) you can animate them while the main mesh/body is animated and with a keyframe per frame.
If you are using Biped, you can import it over and use Biped Key Reducing filter.
I would advise to animate everything in Motion Builder before ploting there anyway.
eks
matzelarts
11-28-2007, 07:42 PM
framerate set to 0 results an error. also 0.0 or 0.0000. so for the moment it fits for me to set a resamplerate to 2. result is every 6th frame keeps an key. so easy to edit again. thy for answering.
markdc
11-29-2007, 06:45 PM
If you set the frame rate the same there shouldn't be any re-sampling. Maybe I'm not understanding the problem. A screenshot of the dialog would help.
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