3ds Max Biped with Facial Bones

Hey all,

After creating our rigs, and doing our animations, we notice some issues in the characters faces. We are using a standard 3DS Max Biped rig, however we have linked bones to the head for the facial setup. The bones are linked to dummy objects, and the dummies are linked to the head. Once the animations were placed in Unity, we notice the faces tend to not match the head movement, they add a lot of secondary motion. They seem to be trailing the head motion.

Upon some research, we see that some say FBX does not support linking.

My question is mainly how are people using (if at all) biped with boned faces? Or is it common practice to use mainly all bone rigs? Is our problem in the linking the bones to the dummy, then linking that to the head bone?

Any help would be greatly appreciated.

Linking is the same thing as parenting right? Then it is supported by FBX. I know people build hierarchies of object and animate them and have no problem with it.

I know that biped is a bit special thing, but it is converted into simple bones during export to fbx, but I’m afraid that there might be something special in conversion which results in the lag.

Could you post your model with animation so we could see how it looks? Unless someone knows the answer already…

Thanks for the help, among further examination, it looks like the facial bones weren’t actually linked to the head bone at all… just linked to the dummies… leaving them out of the hierarchy. Simple mistake, but overlooked none the less. Thanks again.