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Constraints breaking with FBX import
show user profile  JeffP
I have a character with arm twist : using look at constraints along the forearm.
This works fine , but when i import /update animation from an FBX of the same model , it removes the constraints on my character.. Is there any way to prevent this from happening?

read 468 times
4/9/2016 2:08:30 AM (last edit: 4/9/2016 2:08:30 AM)
show user profile  S. Silard
I'm not into animation, neither into riging, but I'd check FBX Export settings. Especially if Include->Animation->Characters->Cat Character as HIK checkbox does a thing.

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read 455 times
4/9/2016 3:36:21 PM (last edit: 4/9/2016 3:36:21 PM)
show user profile  digs
if you're going from software to software, like from max to maya or max to some game engine, than no... you'll need to rebuild the constraints

if you're going from max to max, don't use fbx. just save the file separately and use merge instead of import
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4/9/2016 6:40:27 PM (last edit: 4/9/2016 9:08:58 PM)
show user profile  JeffP
Thanks for the replies..

After some searching, it seams the proper way to import animation while keeping the constraints is to use the Animation/Load animation..

Still, a bitch about not being able to import fbx's.. I mean its quite useless if the only approach is to work solely within max.

read 410 times
4/13/2016 1:06:30 AM (last edit: 4/13/2016 1:06:30 AM)
show user profile  Nanne
Different softwares use very different rigging system, so exporting between them is very complicated.

FBX bakes the animation, so the rigging is ignored. Except for some support for CAT rigs I think, mostly for MotionBuilder I think. Perhaps there are more support for rigs between MotionBuilder, I'm not sure.

Kristoffer Helander
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read 393 times
4/14/2016 12:32:37 AM (last edit: 4/14/2016 12:32:37 AM)
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