|04 April 2013||#1|
Creative Director for Small VFX Studio
Join Date: Jan 2004
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?
|04 April 2013||#2|
Join Date: Aug 2003
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.
|04 April 2013||#3|
Frog of the posts
Join Date: Sep 2002
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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