3DS Max IK handles not working when exporting to FBX.

So, I’ve read the FAQ and I’m collapsing the bones/trajectory curves on the IKs before exporting to FBX. I’m testing a bipedal rig, with IKs on it’s legs, making it lift one foot to see if it works. It works fine on Max, but when exported to FBX/Unity, the animation starts to move on the wrong axis. Bones rotate freely, it’s leg lifts backwards.

I’m also getting the following error every time I try to export the file to FBX:

Is it my exporter version or something? I’m using 3Ds Max 9, with all the default settings.

A few points on the checklist:

  1. Are all vertices part of the skin and related to at least one bone?
  2. Are all animations represented through keyframes? (IK data are lost)

Yes, and yes. I can upload the files if you want to check it out.

As for the error you are getting, that is down to having your mesh made up of Quads and not tri’s. I use the “Turn To Poly” modifier in max and set the max edges to 3, which turns your mesh to triangles.

It will still “work” but normally you will get some funky edge rotation if you don’t use that system.

I had a problem before exporting animation skinned with physique. I had to use the skin modifier. don’t know if it will help, just throwing it out there