Max Biped > MB > Max Biped


#1

Could someone please explain the proper workflow on how this is done. Max Biped > MB > Max Biped

This is what I have tried;

Max set to cm units.
Create Biped in max 2008 in a T-stance
Save the file.
Export as FBX.

Import into MB 7.5x
Characterize as biped using Biped Template.
Merge generic motion into MB scene.
Set character to Character input and active. (Biped snaps into position with animation .)
Save the scene in MB

Re-open Max scene.
Choose Import and choose the saved MB scene.
Click Reset and then Set the option to Exclusive merge and select the Take or named animation.

I get the following Warning;
[color=green]The following object(s) use a rotation limit mode that is not supported by 3dsmax (UseLimitsForRotationSpaceOnly). The rotation limits for the following node(s) will be ignored :
-Skeleton:Spine_Dummy
-Skeleton:LeftShoulder_Dummy
-Skeleton:LeftArm_Dummy
-Skeleton:RightShoulder_Dummy
-Skeleton:RightArm_Dummy
-Skeleton:LeftHips_Dummy
-Skeleton:RightHips_Dummy

I choose OK from the warning dialogue.

No animation has been brought in and the Max scene Biped has lost its standard color appearance.

When I try to use Merge instead of Exclusive on Import options, I get the animated Skeleton brought into Max but it is not applied to the Biped and does not have the biped naming convention. And again the scene biped has lost its standard appearance.

I think I am missing a simple step somewhere, but I cannot figure it out.

Any Help or suggestions would be appreciated.
Sorry if this is a stupid question or one that has already been answered. I couldn’t find anything through the search function.

I have also tried this using Max 9 sp1.
Thank you

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#2

The problem I was having was that I never plotted the data to the skeleton.

Ok, I will slow down on the coffee from now on before posting. (Sorry)

In any case… Is it normal to have the error messages as posted above ?


#3

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