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Old 04-11-2013, 01:43 AM   #1
pseudopod
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3dstudio max rig into maya 2013

Is it possible to import a fully rigged character in 3D Studio Max into Maya? And have all the bones, controls, skin weights and everything still work the same?

How would I go about doing this?

I am using maya 2012 (but can upgrade to 2013).

I am not sure at this point what version of max the rigs were done, but possibly 2011 or 2012?

Please help.

C
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Old 04-11-2013, 07:11 AM   #2
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Probably not.
Bones: likely, skin: unlikely, controls: if they are splines -yes, if they are sliders/manipulators - no.

Best bet in my opinion would be to either animate in 3ds max or rerig in Maya.
 
Old 04-11-2013, 07:35 AM   #3
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Using FBX you can bring over rigs and skinning to/from Max/Maya. But don't expect anything to be easy peasy and work as expected. You will need a lot of tweaking of export parameters, probably changing some of the rigging structure ( if it's complex or expression/wireparameter driven it will not work ). So the best might indeed be to use FBX to bring over the geometry and basic ctrls/bone structure as reference to build the new rig and use FBX to transport the plain skin weights. Then you could rebuild the rig in Maya ( using the imported bones as reference ) and rebind the imported skin data to the new, rebuild bone structure. That might work...
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Old 04-11-2013, 07:35 AM   #4
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