3ds Max What Export/Import Settings for .fbx????

Alright, I am giving up here.

I am trying to import the default Asset ThirdPersonCharacter Models Ethan.fbx into 3ds Max
and then exporting it into as .fbx file. (just to understand what settings are needed)

Then I want to import this .fbx into Unity 3d 5.1.1 and add one of the default animation.

Surprise, surprise, it doesnt work at all. i tried literally almost anything, all kind of setting. Yes, I read all stuff about right settings export in the unity docu. it didnt help

I tired it both with 3ds Max 2012 and 2016.

I get this error see the attachment, when I try to reimport the the exported .fbx file again into 3ds Max (just to see, if everything was exported correctly).
Although there is such an error I can still use all bones to animate the figure. If I export it some other ways without that error, the skin is gone.

If I use this exported ā€˜corrupted’ .fbx file for the default Animation in unity are heavily deformed

Seriously, I dont know what I could have done wrong.

I’d appreciate any piece of advice.

Edit: Yes, I also downlaoded the .fbx Plugin for 3ds max 2012 that gives you few more export options. didnt help


2187310--145062--aaa2.PNG

Hi @kk99 !

Not quite sure what’s gone wrong here but I’ll try a couple of guesses, as I’m seeing no issues here importing/exporting Ethan between Unity and Max:

I see you’re using 3dsMax 2012 - is the FBX plugin version for FBX2014 or above? There’s a chance that using an older version of the FBX plugin will kick up incompatibility errors like this (although it seems to check out in FBX2015 too). There’s also a chance that the FBX type you export as causes an issue too - again, 2014 seemed to work fine for me here.

Perhaps something’s amiss in your Import settings? Here’s mine, if it helps;

Include
File content: Add and update Animation

Geometry

āœ“ Smoothing Groups

Animation

āœ“ Animation

Extra Options

Animation Take: No Animation
x Fill Timeline
āœ“ Bake Animation Layers
x Optical Markers
āœ“ Point Cache File (s) (technically bake and point cache won’t do anything anyway, as we’re not using any actual animation data here)

Deformations

āœ“ Deformations
āœ“ Skins
āœ“ Morphs

Bone Creation

āœ“ Lock width and height

Bone conversion: Convert as dummy (leave as bones is probably fine too, I haven’t explicitly checked)
Width: 1.0
Height: 1.0
Taper %: 0.9

All settings in Cameras and Lights unchecked

Under Advanced Options, make sure Units is set to āœ“ Automatic

For Export Settings:

Geometry

āœ“ Smoothing Groups
āœ“ Convert Deforming Dummies to Bones
āœ“ Preserve Edge Orientation

Everything else (including the options under animation, cameras, lights, etc.) leave unchecked

And lastly, Units should be āœ“ Automatic

Let me know if that helps!

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Also, do you have a bigger version of your second image, because it looks hilarious!

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First things first :slight_smile:

here is your requested big size image. It looks kinda like a smuff and it even ā€œanimatesā€ correctly, without limbs, so I am pretty sure I do ā€œALMOSTā€ everything correct.

I am gonna check out your version and your settings. Thanks

I’ll be back later

2188031--145140--wish.PNG.jpg

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HOLY FUCK DUDE
HOLY SMOKES

Alright there are a couple of things I’d like to say
First of all you thank you for your post, I’d not be here without your post hehehe :slight_smile:

Second one, I hate myself for not exactly describing what I want. I should have asked, can someone spare 120 seconds and reproduce what I have done? The answer would be probably, it doesnt work for me either. Lastly I kinda hate you too for leading me into the total wrong direction :smile: (I have now 3d max 2012, 2014, 2015 and 2016 installed LOL)

WHY?

okay, guys, I know this is my 3rd post in this forum but probably the most important ever.

Why on earth there is a small SMALL SMALL DUMMY OBJECT in the prefab MODEL?

SERIOUSLY??? WHY?

I mean this kinda looks like an april fools day prank. I strongly doubt this dummy has any meaning.
For other guys who are struggling with the same issue, take a look at the screen. It MUST BE DELETED!!

My actual credits goes to this guy who set up the idea maybe there is something extra in the scene. My first guess was the glasses of the ethan.fbx but then I found the DUMMY between the legs.
The Best Online Courses in 3D & Animation | Updated 2024 | Domestika
A Post made 7 years ago saved probably my game^^ 11-29-2008, 04:03 AM

I added a screen in case it’s down.

Long story short thank you all. I can finally continue my game after 7 months break lol

For the completeness, after removing the dummy dot object, it worked perfectly using 3ds Max 2012. (the settings didnt even had to match perfectly with your one, these one worked too Unity - Manual: Model file formats)
Using the prefab skeleton from ethan.fbx you can actually transform daz3d models (genesis) into an humanoid.
with little patience. The last mentioned stuff was my actually intent for this journay.



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Haha, sorry!

How strange though; having a bone or hierarchical dummy at the scene root (0,0,0) is fairly common and the question remains as to why it doesn’t cause an issue for me (import and export out of max 2014 and 2015) but it does for you!

Either way, I’m happy you found a solution and most importantly for posting it here so that anyone else who hits this particular problem now has a fix!

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