Exporting animation from 3DSMAX.

I know max supposed to be a primary tool for game developers in the industry.
But it can’t export character’s animation with “Skin Morpher” on it ( corrective morph for certain poses ).
So how do all the big companies export quality animations without the ability to export corrective morphs?
Btw I can do it in blender but not in max… :expressionless:

Max isn’t the culprit here - it’s fbx.
All the big companies pay tech artists lots of money to write there own proprietary exporter tools to capture the software specific tools - in this case skin morpher.

Alternatives

  • tighten up your skinning work, though I’m sure you are talking about bend-twists (hips & shoulders) which can’t be corrected by improved skinning.
  • additional support bones which can ‘correct’ the bend-twist collapsing.
  • instead of skin morpher - the morph modifier can be used in place.
  • but the best solution is to use the built in skin modifier gizmos. Essentially they are the same thing as skin morphs but built into the skin modifier which fbx bakes into the vertex data upon export. They are located at the very bottom of the skin modifier rollout - gizmos.

It is the 3dsmax culprit because it uses different method for skin morph not like blender which uses the same shapekey system to make corrective morph and this is why blender will export to FBX with no problem.
I’v already tried skin gizmo deformer and it doesn’t bake it to the fbx, all it can bake is the morpher modifier ( that can’t be used for corrective morphs ).

Sorry for the incorrect assumption. It appears after running a quick test you are correct. I guess extra bones are the answer coming out of Max, or regular morphs could be used.
Maybe this is a requested feature that we need to vote on, or just stick with blender.

What areas are you trying to correct - the arm pit / shoulder is the usual culprit.

I’m trying to correct bent areas, the only solution I see now is to use plugin called MegaFiers(Cost 150 dollars) to use pointcache ( vertex animation ) in unity, so i can bake w/e I have in max and use it, I don’t really no what will be the performance hit at the moment…

Yeah that is an option as well, though I figured you were looking for a native option, in Max.
Is setting up regular morphs an option? Would require additional setup in Unity to perform as expected.
Too bad the skin modifier didn’t give the option to blend from an external mesh as the skin morpher does. I think this would export as desired if that was the functionality. I read on another site that joint angle deformers are pretty heavy due to calculating the delta of the bone angles at run-time, whereas using an external mesh, similar to a morph target, the engine only needs to calculate the translated vertex data. I guess less intense on corrective morphs.

Additional bones are also an option but would require additional rig setup when imported into Unity to be able to jive with humanoid rig limits.

Actually skin modifier has the ability to use a deformer inside of it, sadly it won’t export as well because the only morphs that will be exported are morphs made by the morpher modifier :\