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How to bake Biped Physique animation for 3DS (or other) export format ?
show user profile  kelton

I know this question was already asked around here, but till now I never found any solution to it.

I have several scenes of character meshes animated with BIPED.

I need to export these animations from 3DS MAX.

I don't need to keep the biped/bone structure, just the mesh deformation.
I was thinking about "baking" / "freezing" all the animation into vertex animation.

And then export to .3DS or another standart format.

Does anyone know a script or a 3DS MAX function to make this happen ?

If you see another way to do it, it's wwelcome too.

Thanks a lot by advance !!

Someone posted a great video on youtube a 3DSMAX script, without giving his script :/

read 3414 times
6/11/2011 1:48:29 PM (last edit: 6/11/2011 2:54:25 PM)
show user profile  Locry
i too have been asking the same thing... I ended up exporting FBX files. This also exports the bones structure...and apparently, deleting the bones once imported(to MAYA), the animation gets deleted with it. I also want to be able to export the actual MESH animation to avoid unnecessary bone issues.

read 3397 times
6/11/2011 7:09:10 PM (last edit: 6/11/2011 7:09:10 PM)
show user profile  NLGFX_ger
animate then point cache + obj (dont know for sure if it saves point cache animation... but maybe there is a different format that does).

I am by no means in expert for this but I heard a collegue talk about it a while ago... and he came up with point cache. Dunno where he wanted to export to tho... but maybe it helps.
skype: oli_at_home
read 3390 times
6/11/2011 8:27:07 PM (last edit: 6/11/2011 8:27:07 PM)
show user profile  advance-software
ideally you want to keep the skinning info.

wasn't there a script someone was going on about recently that converted physique -> skin modifier ?
read 3387 times
6/11/2011 8:34:47 PM (last edit: 6/11/2011 8:34:47 PM)
show user profile  NLGFX_ger
well, point cache saves the animation into the mesh/vertices... independent from any rigs ;)
skype: oli_at_home
read 3384 times
6/11/2011 8:40:38 PM (last edit: 6/11/2011 8:40:38 PM)
show user profile  kelton
Thanks a lot for all your answers,

I already tried FBX but the result wasn't really great. The mesh was deformed in a weird way, maybe the skinning wasn't perfect accurate enough to be exported in a good way.

I also tried a bit "Point cache" function but without going very far with it.

I think Point cache is not supported by the export to .3DS . I'm going to try it a bit more with the .OBJ format as mentioned above.

Thanks again.
read 3372 times
6/12/2011 7:00:20 PM (last edit: 6/12/2011 7:02:41 PM)
show user profile  kelton

so Point Cache is a good way to avoid using Biped Physique modifier and keep the animation of the caracter. But since you have to leave POINT CACHE modifier in the modifier stack, you can't export the animation into .3DS or .OBJ or other format. The point cache animation is not preserved.

So if anyone knows a way to bake the animation of the vertex, for instance (i tried a lot of scripts from scriptspot, but nothing works till now), so it can be exported into some exchange format...

Thanks again for any tips of info.

read 3363 times
6/13/2011 1:25:53 PM (last edit: 6/13/2011 1:25:53 PM)
show user profile  kelton
Ok, I eventually installed the script BAKE by John Burnett (you can find it at, if you want) and it works perfectly well, all vertices are baked and all deformed objects are free of the use of Biped Physique or any other 3DS MAX transform functions... even Point Cache isn't used.

Keyframes are generated for each vertex.

But ...

I CAN'T find any common exchange format to handle the vertex animation information.
For info, I try to export the scenes to CINEMA 4D.
When i load the scene, under C4D, all animation appears but not vertex animation.

Any idea ? Because I tried everything possible...

Thanks a lot again for any tips !!

read 3348 times
6/13/2011 8:46:23 PM (last edit: 6/13/2011 8:46:23 PM)
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