View Full Version : Problem of Joints from Maya to Max

02 February 2006, 05:02 PM
I have the skeleton file attached on hand ( ) and I only want to tranfer this skeleton from Maya7 to Max7, through fbx. My fbx version for both of them are the most updated one. Without any animation throughout the export and import, I find the bones imported in Max abnormal, much shorter with wrong direction. I tested by adding new joints in Maya and found no such problem after being exported to Maya. However I can't found any difference between newly created joints and the joints in the skeleton.

Have anyone encountered this situation before ?



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02 February 2006, 05:02 PM
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