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exporting_from_3dsmax_to_.fbx_format [2016/03/20 04:50]
phanjam [Exporting/Importing .FBX Format From/To 3DSMax]
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-========Exporting/​ Importing .FBX Format From/To 3DSMax======== 
  
-by: **Vkoslak** 
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-=====1. Exporting===== 
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-Open the file you want to convert. 
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-{{http://​vkoslak.net/​torchlight/​MaxToFBX/​PhaseOne_OpenFile.gif}} 
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-Once it loads, it should look like the screenshot. ​ Verify that its the animation/​mesh you want. 
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-{{http://​vkoslak.net/​torchlight/​MaxToFBX/​PhaseTwo_Verify.gif}} 
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-I get a bunch of errors about missing textures. ​ I ignore them. 
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-Find the export menu. 
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-{{http://​vkoslak.net/​torchlight/​MaxToFBX/​PhaseThree_ExportMenu.gif}} 
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-{{http://​vkoslak.net/​torchlight/​MaxToFBX/​PhaseFour_Fbx.gif}} 
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-Export as an FBX. 
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-{{http://​vkoslak.net/​torchlight/​MaxToFBX/​PhaseFive_AnimationCheckbox.gif}} 
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-Make sure the animation checkbox is selected. ​ I think I left everything else alone.  ​ 
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-Click OK. 
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-It processes for a little bit, and then I get a warning about "By Object not supported"​. ​ I ignore this too. 
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-Now I have an fbx.  
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-=====2. Importing===== 
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-The importing is a little more "​fun"​. 
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-{{http://​vkoslak.net/​torchlight/​MaxToFBX/​Blender_Fbx_ImportSettings.gif}} 
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-These are the settings I use for importing. ​ I check the "​Ignore Leaf Bones" and "​Automatic Bone Orientation"​. 
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-{{http://​vkoslak.net/​torchlight/​MaxToFBX/​Blender_PhaseOne.gif}} 
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-There! Perfect!  ​ 
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-Ok, it looks like a bad transporter accident. ​ We need Mr. Scott to fix it. 
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-{{http://​vkoslak.net/​torchlight/​MaxToFBX/​Blender_PhaseTwo.gif}} 
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-Go to a side view and select one of the meshes. ​ I picked "​m_HumM_Nude"​ since it's the base mesh. 
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-{{http://​vkoslak.net/​torchlight/​MaxToFBX/​Blender_PhaseThree.gif}} 
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-Now isolate it by pressing the "/"​ key.  Then **be sure that you are in ortho mode not perspective.** 
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-Rotate the mesh -90 degrees. 
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-{{http://​vkoslak.net/​torchlight/​MaxToFBX/​Blender_PhaseFour.gif}} 
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-Bam! 
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-Now do a "​CTRL-A"​ and select "​Rotation"​. 
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-I set my "end frame" to "​35"​ and hit play to watch the animation. 
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-Now press "/"​ to unhide all the other meshes. Pick another one to rotate and repeat. 
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-Hopefully that helps. 
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->I should add, that If you want to build out an animation library, ​ start with the base A-pose or T-Pose. 
->Then when you import the fbx files for the animations, delete the meshes attached to them.  You only need one set of meshes right? 
->Then hide the bones from the animations. ​ You should then be able to select your base bones, bring up the "dope sheet",​ switch it to "​action editor"​ and select the animations from the other bones. ​ That might be worth a video tutorial though. 
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-=====Tags===== 
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-{{tag>​3DSMax export import mesh .fbx}} 
exporting_from_3dsmax_to_.fbx_format.1458467407.txt.gz · Last modified: 2016/03/20 04:50 by phanjam