Почему-то делаю всё как на видео, а в итоге получается так как было, т.е. модель в blender отображается при экспорте из 3ds max не корректно, вместо этого весь skin куда-то съезжает и получается дикий ужас.
@AnimazaStudios Жыл бұрын
Try exporting normally without changing the order of the modifier stack. Blender is always updating and it might have corrected the issue.
@KJPiGames Жыл бұрын
@@AnimazaStudios Всё я починил проблему, я установил addon для blender Better Fbx Importer/Exporter и у меня всё стало нормально работать, единственное, что надо сделать это в 3ds max поставить все объекты в одну иерархическую ветку, чтобы объекты были на одном уровне, а потом уже экспортировать fbx из 3ds max в blender и грузить через better importer/fbx
@oakstudios123 Жыл бұрын
Very good. Thank you for sharing the solution.
@OMG3Dmax2 жыл бұрын
stunningly video
@chadmacdonald1236 Жыл бұрын
hey, nice video. I'm wondering how you were able to export the turbosmooth modifier above your morph targets. When I try to export with turbosmooth turned off (bake it into the geometry), I get an error saying my vertex counts don't match my morph targets. It then removes morphing from the export. I've added turbosmooth to my morph targets too and it doesn't help. The option I see is to make higher res morph targets to reference but I would then have to re skin the high mesh and re key-frame the morphs, but you seem to export just fine with a turbosmooth modifier. How did you do this?
@AnimazaStudios Жыл бұрын
Hello. Here are some ideas that may help. First export it without the turbosmooth on. If it works, add the blender version of turbosmooth later, called Subdivison Surface in the Modifier Properties. The second thing is only add turbosmooth to your character after the animation is applied as a final render step on the top of the modifier layer stack. If you put it as an intermediary step, the morph targets will break because the mesh count won't work. Third, the issue could be with the 3ds Max file itself. Open a new 3ds Max file and import your character into it and export it from the new file. Hope this helps.
@tonnytn30942 жыл бұрын
Thank you for video. But I have question about morph animations... when I export it from max and trying to import to Blender or back into Max - Morph animation disapperas. Can you help me how to solve this? I do same export settings what you shown in this video but it still doesn't work
@AnimazaStudios2 жыл бұрын
Hello Tonny Tn. This is a one way process. Once you export to Blender no more changes should be made to the character. If any changes are made, you have to go back to the original 3ds max character and make the changes there and export again. If you make changes to the character in Blender, it could break the animation and make you lose the morph targets, which Blender calls shapekeys. Hope this helps.
@tonnytn30942 жыл бұрын
@@AnimazaStudios Oh. Thank you. Now I see why it happened
@oscargutierrezist2 жыл бұрын
how do you export fbx max to blender and dont change the pivots and trasforms i tried but the pivots in blender change
@AnimazaStudios2 жыл бұрын
I use a 3ds Max CAT Rig for all my rigs, and am currently working with 3ds Max 2020. If the rig is done using a plugin, or imported from another source, it may cause problems when exported to Blender. Also, be sure to use FBX 2012 out of 3ds Max, and that Blender is set to factory settings. Hope this helps.
@KarshMedia3 жыл бұрын
Great video.
@pyke86182 жыл бұрын
hello, great video and am gona use it but here is one question that i consider about. Is possible use rig from 3dsmax after this export in blender? is possilbe to moving bones and make my own animation in blender using riged model from 3ds max? :) i can see, export also readed bones from 3ds max animated character. it would verry help me if it will work :)
@AnimazaStudios2 жыл бұрын
Hello Pyke. What I have found is that after I export the character, if I try to animate the bones individually the rig breaks. Unfortunately the 3ds Max CAT bone system is not 100% compatible with Blender. I would recommend making any changes to the animation in 3ds max, then upload to Blender as a final step. If you want to make changes, you have to do it in 3ds max and re-export until you are satisfied with the results. You can always use Mixamo to rig the character, though you lose the advantage of using a CAT rig. If you are going to work in Blender exclusively, then it is best to use their rigs or purchase the Auto-Rig Pro plugin for Blender. Hope this helps.
@pyke86182 жыл бұрын
@@AnimazaStudios oh well, i never heard about mixamo so i Will check it. Yes i want to work in blender maily but i háve finál model and rig in 3ds max. Thats why am looking for way how to convert it but as i watching possibilities, there is Best way to také model and rig it by my own in blender heh. Nvm, thanks for answer, it sure help mé to nove on 👌 have a nice Day 😊😊
@AnimazaStudios2 жыл бұрын
@@pyke8618 Here you go: www.mixamo.com/ Good luck
@Dhieen Жыл бұрын
Hey when I import an animation from 3ds to blender the skeleton base pose is baked from the 1st frame of the animation, how do i modify that?
@AnimazaStudios Жыл бұрын
When you export fbx in 3ds Max, make sure 'Animation' and 'Bake Animation' is selected under the Animation tab. Let me know if this works. Also under Geometry tab make sure 'Triangulate' is not selected.
@Dhieen Жыл бұрын
@@AnimazaStudios I did that, I resolved my problem by adding the T pose at the first frame of each animation i was exporting and it fixed the issue, but its slow and boring to do, Id like to find a better way, would be amazing to be able to export multiple animations with only one fbx file with 3ds max, is it possible??
@AnimazaStudios Жыл бұрын
@@Dhieen I'm glad it worked out. To export multiple animations in one fbx, check out my tutorial on how to combine ambitions here: kzbin.info/www/bejne/d4fOk2athaiXsJI then export the animation as a single FBX.