View Full Version : 3DSMax Biped to Maya
10-09-2010, 05:34 PM
Does anyone know how to export a model skinned to a biped in 3dsmax into maya :wall: ? And retain all the IK. TIA
10-09-2010, 06:15 PM
Probably not going to happen easily or accurately. FBX is supposed to be Autodesk's new standard format for transferring files between apps. But my guess is that alot gets broken in the process because Biped sucks. Alot. It is a trash heap.
Try exporting to an FBX and see what happens. It would be even better if you had Motion Builder as an in-between. Biped is such an awkward toolset that it is virtually incompatible with anything else, so good luck.
If that doesn't work, you'd really be best served by a good technical artist to take care of all the mess that will result.
13-09-2010, 08:42 AM
everything but the IK will come through ok (or should do)
You'll want to re-rig and probably rearrange the skeleton (clavicle and leg bones will want re-parenting to sensible nodes) because biped is insane - which is what you'd be doing in motion builder
13-09-2010, 12:33 PM
Thanks for the help, we are trying everything.
At the moment Im just trying to find a way to get the IK solvers and skeleton exported out of max and into maya. ASE seems to support the export of IK solvers on bones but we cant find a way to get the ASE file into maya. Any soltuion to this exporting ik from max will help.
FBX 2011.3 doesnt seem to support the export of IK, neither does OBJ or Collada.
23-09-2010, 08:55 AM
IK solutions tend to be pretty unique to each application, try motion builder as an intermediate format and if that doesn't work you'll probably just have to build the IK stuff again in Maya
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