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BiPed imports

Posted By geraldrice 12 Years Ago
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geraldrice
geraldrice
Posted 12 Years Ago
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Exported a biped as FBX used the recommended settings etc. When it comes in to Iclone its fine when I apply a motion like run or walk the arms are reversed. I tried arms down at the side and in the T pose before exporting from 3dsmax. If you use the T pose in iclone the animation looks fine but bringing it back into Max and the arms are up in the air not really reacting the mocap data.
Am I missing a button here? This is not little adjustments that can be made with animation layers its worse than that. I have tried different version of FBX and 3ds max still same issue. I even tried to re assign the target bones in iclone to switch the assignment no joy there either.
geraldrice
geraldrice
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Thanks for the reply. First it is just a Biped no skin. How do you freeze the transform and rotation.
Here are some pics of the process
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Tpose.jpg (226 views, 166.00 KB)
Export.jpg (209 views, 216.00 KB)
Import2 3d exchange.jpg (233 views, 346.00 KB)
apply_Tpose.jpg (207 views, 288.00 KB)
export to max.jpg (173 views, 329.00 KB)
import back to max.jpg (180 views, 249.00 KB)
geraldrice
geraldrice
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and the results in max
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Results.jpg (358 views, 231.00 KB)
Sen
Sen
Posted 12 Years Ago
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Hello ,

Perhaps need you to understand what is the biped in 3dsmax ?

Your screenshot :




You can't export animation from 3dx5 without a minimum work inside max . Why ? 3dx5 change some joint orientation , add name and root ......

If you don't know how to make a freeze transform inside max , you have not the require knowlegde to work in animation inside 3dsmax .

And forget what have just said Sw0000p , because a biped (CS) don't need freeze transform . Sw0000p said that without knowing that you use one Biped from Character Studio ;) .

The best way for you is :
- export in fbx from 3dx5 with all the imotion you need
- import in max and work with this fbx file . Rig your model with this fbx file and now you can load all imotion ,using the first fbx export from max .
I hope it's clear


CGTRADER


geraldrice
geraldrice
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Thanks for the input. I figured it out. The scale was off coming out of 3D exchange. I exported it from 3dsmax as CM. When you import the mocap data back into 3dsmax the scale is either real small or really big.

Here is the fix.

1. Create a Biped in Max select only the bones not the footstep in your outliner.
2. Export FBX the usual way using Autodesk Media and Entertainment turn on bake animation or else you will get a bunch of errors in the export.
3. Import into 3D exchange add the bone mapping
4. Add what ever motion you want from Iclone
5. Export FBX from 3d exchange using m and uncheck rest scale
6. Back in max if you want to check just the mocap data choose add instead of add and update animation. This way you can see if your data lines up with the BiPed. If it does delete the data and re-import but use add and update.
Should be golden at this point.
geraldrice
geraldrice
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Arms crossed because I did not have it in a Tpose when I exported it. The weirdness in the motions was when it came back in to 3dsmax. The scale of mocap data was different then what I exported.
I exported as CM in 3Dsmax and exported as CM from 3d exchange but it did not match. After I exported from 3d exchange using Meter the data lined up perfectly. Not sure why its not 1:1 between the software packages.
Thanks again for the reply
kleberrc
kleberrc
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geraldrice (8/15/2014)
Thanks for the input. I figured it out. The scale was off coming out of 3D exchange. I exported it from 3dsmax as CM. When you import the mocap data back into 3dsmax the scale is either real small or really big.

Here is the fix.

1. Create a Biped in Max select only the bones not the footstep in your outliner.
2. Export FBX the usual way using Autodesk Media and Entertainment turn on bake animation or else you will get a bunch of errors in the export.
3. Import into 3D exchange add the bone mapping
4. Add what ever motion you want from Iclone
5. Export FBX from 3d exchange using m and uncheck rest scale
6. Back in max if you want to check just the mocap data choose add instead of add and update animation. This way you can see if your data lines up with the BiPed. If it does delete the data and re-import but use add and update.
Should be golden at this point.




Hi, I´m having the exact same problem here, and reading through your post I think you may have solucioned my problem, but pardon me I´m having a hard time trying to figure out what your mean in the first step of your solution. What do you mean exactly by "Create a Biped in Max select only the bones not the footstep in your outliner."? My biped does not have any footstep, (no animation), and I have no idea what outliner is...! lol I would very much appreciate your help!!!
hattori kun
hattori kun
Posted 11 Years Ago
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He probably meant the scene manager or list. Outliner is maya term but its just a list of items that's the same in max.
mdgameconcept31
mdgameconcept31
Posted 5 Years Ago
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Hi,
Were you successful? because I also can't import an imotion animation on the biped on 3ds max



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