View Full Version : exporting Chars
05 May 2004, 07:30 PM
I made an animation with the chars that come with MB and I want to export it into max....well I plotted the animation onto the skeleton and exported it.....and imported it in max...the skeleton comes out nicely but there is no mesh of the char....the name of the mesh is in the scene and I can select it but there is no mesh...well it is only a selection without any mesh...how can I import it with the mesh??
05 May 2004, 11:01 AM
do you have the file you exported from open when you are importing? I think that is what you will need to do for everythgin to work properly.
05 May 2004, 02:03 PM
i had MB open when I tried to imprt into max...or what do you mean??
I haven't exported any model into MB from max...I just want do import the plasticman and the animation into max, but it seems that the mesh isn't importing properly!!
05 May 2004, 08:15 AM
well I tried again but it doesn't seem to import the mesh properly...any suggestions
06 June 2004, 05:34 AM
When you are importing the file back into max, have the max scene file open that you exported from (the file you created in max that you then exported to motionbuilder) and then import the fbx file in n top of that one. I haven't done any importing back into programs as yet but this is my understanding as to how it works.
06 June 2004, 09:45 PM
In that case, how do i import my anims from MB to let's say lightwave or Max if i DON'T have the original mesh... Let's say i wanna import the sets that comes with MB? How do i manage that...
06 June 2004, 10:18 PM
well, when in doubt hit the manuals.........but that gave me nothing:shrug: but heres what I think.
I just watched the 3d buzz VTM1, fiel 10 on importing back to maya and It worked like I said. Export from motion builder, have the scene open in maya and then import in. As far as bringing in anims from characters you don't have the origional mesh for....I think you'd have to take one of your characters into MB and apply your existing animation to its skeleton using an input from the existing, animated character then export that so you can open your character up in lightwave. I haven't heard of people taking the default kaydara models into other packages and maybe they're there for MB use only. Hope that helps
06 June 2004, 10:11 AM
You don't need to have the original geometry in order to import the mesh.
That's what makes it good plugin for porting between various 3d applications.
I have Maya, so I can't really help you.
My guess is that it has to do with your plug-in. Make sure you have the latest version. Also, try the radio button,"Add to new scene," if you have it.
06 June 2004, 07:46 AM
you don't need the origional geometry if you're exporting as .fbx from maya and then importing it into max but you do if you are exporting an animated character from MB. This is how I understand it. I think in any package if you are importing animation directly form MB you need the rigged character (or atleast its skeleton) in the scene already.
06 June 2004, 01:59 PM
ok thanks...I imported just the model from MB into max and then imported the animation onto this imported mesh and it kinda works...well could be better but it works...just thought there would be a better way to do this
06 June 2004, 12:10 AM
I had the same issue, just curious, were you useing the Ninga by William Vaugn as your model?
06 June 2004, 07:11 AM
were you getting weird rotations? have you played around with the different rotation filters? gimbal killer etc
06 June 2004, 03:53 PM
I just used the Plasticman...and the rotations worked...I don't know if there are probs with the other models
06 June 2004, 05:38 PM
I know in LW when you import (*not* merge) an FBX file, it generates LW object meshes for you.
So my question is: are you importing or merging?
06 June 2004, 06:34 PM
I imported the file....well I don't know why this isn't working
06 June 2004, 07:52 AM
Import the animtion and the mesh in two diffrent files then merge the two together. Make sure that you dont have anything hidden in max. Or that you dont have anything frozen.
07 July 2004, 03:02 PM
i´m a maxer, so, MB can handle any kind of bone system ? what do my caracter should have to get it on MB without problems ?
07 July 2004, 02:37 PM
you have to name the bones right with their proper names and you should do fine with importing to MB
07 July 2004, 01:02 AM
You can use the FBX converter to convert the MB characters. This will allow you to convert the FBX file to OBJ, DXF, 3DS. Then you can import the OBJ, DXF, or 3DS mesh. Note this will only give you the mesh (no skeleton). You will have to recreate the skeleton (following the MB naming convention). Then bind or skin the skeleton to your mesh.
You can download the FBX converter from the Kaydara website.
I used this method with Maya to import the ninja character in this animation:
01 January 2006, 08:00 AM
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