As this this topic involves not only 3ds max, i`d like to post it here as well.
I`m trying to transfer morphtarget based animation from 3ds max to maya. My rig in 3ds max is based on the same morphtargets (blendshapes) as in maya, it was actually imported in max, so everything the same including channels names and order. I need to update the animation of current maya rig, not just to create new file based on exported from max fbx file.
So i export fbx from max. If i open it in empty scene in maya it works properly. But when i set “update animation” in import settings it brings all morphtargets from fbx file and replaces original blendshapes. The bad thing is that those bledshapes appear in the wrong place (all in zero coordinates, while original head has it`s own non-zero position), so instead of changing expressions, my head starts wiggling around trying to blend to misslocated blendshapes.
What i actually expected is updating of weights values in original blendshapes.
Can somebody help me?
P.S. seems it doesn`t even replace blendshapes, but adds new taken from fbx file.