![]() Then import it back to 3ds Max for converting every point and helper to bones and export it out again to FBX. So first export it to FBX as you would normally do. For some reason the "convert deforming dummies to bones" option at export doesn't work. It is not supported and causes missing animated geometry. But if you can't avoid it then you will have to export it "twice". Users found the following FBX settings to be optimal: Otherwise it will cause an error and your bones will display as geometry. In the FBX Settings, you must check Convert Deforming Dummies to Bones. ![]() Any CAT bones that are skinned to the mesh will be automatically exported. When you export your animated model you only need to select the Model not the bones.Display as Box causes an FBX export error. Select the object/bone, right-click and go to Object Properties. BEFORE you try to export make sure you are NOT displaying any bones as a box. ![]() In order to export animation that is made using CAT (Character Animation Toolkit), make sure you do the following: Character Animation Toolkit) and should be baked.ĬAT rigs are supported but have to be exported a certain way. However, certain plugins don’t work with FBX (e.g. This tutorial has been adapted from the community generated Animation Wiki.
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