(Max) Problem with importing and exporting animation with FBX


#1

Hey guys, i need a little help. Now i’ve been running into many little problems along the way as i try to create animations for what in the end will be test’s for a little game.

All that was required was that the animations to be exported as FBX’s. I am currently using Max (2009) and started using the Biped geo as a template…converted these to mesh objects and set up my own IK’s, control points and hierarchy. And thus started Animating. I then found out that even though i had frozen my transformations and rotations on my control points i hadn’t actually defined a bind pose. I had to go back and set this, via the animation top tool bar and then set this, to then begin animating again.

Now i have a few animations and im trying to export and import (to make sure there are no problems). Well guess what there are problems. Basically one of my bones seems to not match some animation matrices.

  • The relative matrix of the following link(s) do not match the one stored in the BindPose definition.
    -Bip01_SpineThree

At first without any real FBX menu changes no animation is imported in. But if edit the export fbx menu information (Bake the animation) it seems to carry the animation over even with the warning. Though the animation doesn’t seem distorted, some new keyframes have been added to the timeline, and if i click on a bone no hierarchy information in the channel tab is shown.

Obviously this is a little all over the place so i can provide images if needed to help explain my predicament.

Thanks for the help in advance.


#2

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