I’m trying to get a model that I rigged with a biped in max then exported it to motionbuilder and animated it back in to max. However the problem is when I import the .fbx file there is no animation. It simply puts it in to the original pose of the animation. I have been seaching around the net but cant seem to find an awnswer so any advice would be greatly appreciated.
3d max biped from Motionbuilder back to 3d max
If I’m not mistaken you are only saving out the .fbx and not exporting it from MoBu. Also check your timeline in MoBu…the frames should be visible in the boxes at the beginning and ending. So like if the beginning box is frame 5 and the ending box is 15, but the total length is from 1-200, then only frames 5 to 15 will be exported. Just FYI. Keep me posted, I use Maya but the process seems to be the same.
Hey thanks for the reply I tried exporting it but still no dice. However I checked the key frames and sure enough there not visible so that could be the problem. So how would i go about getting them to show up?
gimme a screen shot so I can look at what’s going on? that will make it alot easier for me to diagnose the issue.
Did you plot the data to the skeleton and then export? That may be the case as well…I don’t have MoBu at this gig so I’m just running the process through my head. Let me know if that helps!
I’m currently using Motionbuilder/Max9 pipeline at my studio.
The only way it will work using Max9 is with Motionbuilder 7.5 Extention2 installed, and also the “fbx200611_2_3dsmax90” plugin for Max installed. Otherwise, it’s the same exact problem as you described. You’ll know it’s working when you import the data and it takes a while for the progress bar to move across the bottom of the screen. Without these updates, it’s just a quick import and no data comes across.
Hope that helps.
Check this:
http://discussion.autodesk.com/thread.jspa?threadID=559667
http://discussion.autodesk.com/thread.jspa?threadID=553932
Cheerz…
Favian001 - Ok well here are screen shots of both motionbuilder and max


eltorrente - First off I forgot to say that im using max2008. Any way I did a Google search for both Extention2 and fbx200611_2_3dsmax90 and didn’t come up with any thing and the fbx200611_2_3dsmax90 sounds like the fbx plug in for max to import fbx file which if thats the case then i have that installed already. one thing i did notice is that the progress bar dose move across the bottom of the screen and take about 30 sec to get done.
GiantG - Thanks but Iv seen those already and did what they tell and it still did not work.
I may have misread your first post - are you saying that the merged animation back in Max is accepting the first frame of your animation in Motionbuilder? If so disregard the naming note.
Some things to keep an eye on when using this workflow (that will affect the animation merge)
The character in motionbuilder needs to be setup the same way as the biped in max - not the hierarchy but the way the bones are dropped into the slots.
Also, check if the naming of the character has been changed in any way when setup up in Motionbulder. if you added a namespace, or if there was a duplicate character in the scene, it won’t merge the animation correctly.
if it’s working, depending on the duration of the animation (say 1500f+) it will take a looooooooong time to bring the animation across.
good luck.
Sorry favian, I didn’t see where you already asked about plotting. (Dunno how many times I’ve made that mistake myself, which is why I chimed in with it)
I have a feeling this is something really simple (in fact I think I know what it is)
Following all instructions there are still some things that are not exactly written and are ‘givens’.
You will get all the looks and feel that the import worked correctly and end up with no change in the viewport except for the addition of empty frames. This will occur exclusively with Max when using Biped and only Biped.
To confirm my theory, did you try to import using the ‘add to new scene’ option ? If you did and your animation comes in then the answer is simple (I think). I’ll give my answer when I have a chance to confirm it on our system later.
Meanwhile, let us know where you are at and answer the above questions.
Good luck
well one thing I noticed is that your character is not selected in the character controls…make sure it has been selected before exporting. I have a feeling this issue is because of the export issue…like ETCHA-SKETCH wrote, you should have “add to new scene” selected in your options when importing into 3dsmax/maya and plot the data to the skeleton in order to export. That’s about all I can tell without actually looking at the file myself…I hope that helps. Keep us posted and good luck ! ![]()
Hi all,
I am having the same problem as described in this post. As per eltorrente post, I updated my motionbuilder to Extension 2 and got the latest FBX plugin (fbx200611_2) installed into 3ds max 9 with service pack 2.
I posted about this on 3d Buzz, The-Area, and SimplyCG about this very problem… Does anyone have a step by step workflow to getting this workflow sucessfull in max 9?
any help would be much appreciated 
I posted this for a private message, but thought I’d post it in the thread also in case anyone else might be having trouble. This is the exact method I use to import data into max9 with the latest plugins:
When exporting out of Motionbuilder, I select only the skeleton nodes that I’ve animated and leave behind any “extra” crap attached to the hierarchy. I “save selected” and save out files containing only the animated skeleton nodes.
Next, I open Max and open the character file that I want to import the motion onto. I then select “import”, change type to “fbx”, then select the file I just saved out of motionbuilder. I use “exclusive merge” on import options, and have only “animation” selected in the import configuration. In the options next to “animation”, I select Gimble lock killer filtering, and XYZ fcurve synchronisation filtering - because often I see pops and random jumps in the animation when it imports.
I have convert incoming world coordinate to “Z” selected, and “show warning and errors dialog box” selected. I leave “Scale working units” and “Use the fbx file frame rate in 3ds max” unchecked.
You might want to hit the “check for web updates” button on the bottom of the import dialog box to make sure you have the latest importer, or to ensure that the one you installed is actually the one that is running - in case you can’t get this method working.
Hope this helps - good luck!
Our workflow is pretty standard (when using Biped characters).
MB 7.5 ext2
Using Max ver.9 through 2008, with service packs installed
Inside Max;
Setting system units to centimeters is recommended
Create biped.
Adjust your Biped to fit your mesh using Figure mode. (*see note 1)
Apply character-biped in a Standard T-Pose only !!
Apply skin modifier and paint your weights.
SAVE the max file.
Now Choose EXPORT and FBX as the format. Name your file. (currently using FBX 2006.11.2 Plug-in for 3ds Max 9-2008 )
In the Export dialogue hit the reset button, and export using these settings.
Inside Motionbuilder;
Use FBX import plug-in and import the previously exported FBX file just created in Max. *see note 2.
Your character should come in without any problems.
Apply the BIPED TEMPLATE to the skeleton. (drag template onto one of the characters bones) *see Note 3.
Choose Characterize and then as a Biped (not quadraped). Your character is now ready to animate or apply Mocap data to.
Animate. *see Note 4
When animating process is complete…
In the NAVIGATOR window;
Choose plot character and set to skeleton. (be sure to plot the character!)
leave settings in the pop up dialogues at default.
SAVE the file. (save do not export) *see note 5
Back inside Max
Open the file that was originally saved in Max.
Go to Import and set to FBX format.
Locate the FBX file that was SAVED above.
Choose reset in the FBX import dialogue box *see note 6
Then set to exclusive merge.
Scaling *see note 7
Hit Ok.
Your data should then begin to build and the progress bar will begin to move.
You may get some warnings after the import has completed. Take note of these and report back to the forum what they are. (I’ll just shrug my shoulders and play dumb when I read these posts, because I’ll be clueless on what they mean… Ok I won’t play dumb, I’ll be the real thing.)
Once your data has imported you should see a flood of keyframes in the timeline and your character should be animated and ready to render out.
NOTES:
Note 1. Figure Mode. This is used to adjust the Biped bones to fit your mesh. You cannot animate or keyframe while in Figure Mode. You also CANNOT IMPORT FBX data while in Figure Mode. Yes, you can move all the joints around but you cannot lay down keys. (This is where a lot of people will have problems with importing FBX data from MB. When they do import while Figure Mode is on everything will appear as if it is working correctly. The importer will delay, look through all of the data, change the timeline to match the new imported data and when it finishes nothing will have changed except for the timeline.)
Note 2. The Fbx Import plug-in is something new to 7.5. (don’t quote me on this but I don’t know when this was implemented. It is not the standard Import that still exists.
Note 3. This applies to MB 7.5 with extension 2. The Biped Template has been created with conventional naming tags. If you are not using ext2 then you will need to characterize your model as is explained through the help files and several tutorials.
Note 4. Animate as you desire. Apply Mocap data or keyframe animate. Animating your character is explained throughout the help files and in many tutorials and video lessons. So I won’t be explaining any of this.
Note 5. Exporting can be used for certain circumstances. Same as exporting animation data that can be saved from the character Control window. In the guidlines above we use SAVE.
Note 6. Hitting Reset just insures that you have not previously muffed up the settings into some unwanted settings. There are several options in here which can be fiddled with, but for the most part they will work in default mode.
Note 7. If you did not use centimeters as your Max units from the start you may have some problems with the animation. IE… Your Biped might walk like he was dropped 10 floors onto his feet. So, be sure to check your import settings when coming back (importing) into Max regarding “Scale Working Units.” I work in cm units and when I import I typically will have “Scale working units” turned off on the FBX import dialogue.
I hope this helps and works for others.
Please add where you think there is something incorrect in this workflow. It is by no means “THE WAY” and the only way to get this done. I’d like to hear how others approach this.
Good luck
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