Hi,
We are trying to export a 3D Skinned model from 3DS Max 2014 to FBX and import it later in Unity. We have problems while exporting the FBX. When we import it later to 3DS Max, Maya, FbxConverterUI or Unity we don’t see the same as in the original .max file.
We have tried all different export options and FBX versions, bot no one seems to work.
We have also forced bone affect to 4 bones per vertex in the skin before exporting and it looks perfect in 3DS Max.
We don’t know if its a unit precision problem, skin weight problem or that FBX exporter is doing something else wrong.
I attach you some screenshots to show you whats happening.
Thanks in advance for all! Hope someone knows how to solve it.
3DS Max 2014 screenshots:
FBX exported and reimported to 3DS Max 2014 screenshots:
I attach some unity captures to show that Unity renders the same as 3DS Max when imports the FBX:
This image is the FBX with only 2 bones affect:
Thanks for all!
Max 2014 is a bit buggy. Make sure you have the latest hotfixes. Else try changing the fbx exporter version to 2012 or 2013. Look at the bottom of the fbx exporter to change the version.
Hi twiesner!
I’m a EduardBosch workmate and we’re working in the same project.
Thanks for reply so quickly.
We didn’t know Max 2014 has bit buggy, it’s great knowledge. But we try with other fbx versions included 2012 and the problem persist. 
Hi,
We have saved 3DS Max file project to 3DS max 2012. We opened with 3DS Max 2012 and exported again with FBX 2012 exporter, but problems persists, so I think that it’s not a problem of the FBX exporter.
It could be that the skin has some invalid configuration or that the weights are not well configured?
@Eduard-R_engidia did a test creating a new rig and when he exported as FBX some vertex exported wrong weights values. It looks like FBX exported normalizes all weights for all vertexs. Here you have a capture where you can see the values after export (LOWER image) and the values from exported FBX (UPPER image):
However, the vertices that makes some artifacts, seems to have the same weight values in the original 3DS Max file than in the exported FBX file.
Thanks again,
Edu
What type of rig system are you using?
How many bones are influencing each vertex in your Max Skin modifier?
Under the advance settings of the skin modifier what are the settings?
I’ve got a 3D model in unity. It consists of several 3D buildings, trees, and streets. I would like to export all the objects (buildings, trees, and streets) as FBX. In order to do so I use “FBX Exporter (beta)”. Some of the objects can be easily exported, but some of them not.
I get the following error:
IndexOutOfRangeException: Array index is out of range.
FbxExporters.Editor.ModelExporter.ExportComponentAttributes (FbxExporters.Editor.MeshInfo mesh, Unity.FbxSdk.FbxMesh fbxMesh, System.Int32[ ] unmergedTriangles)
FbxExporters.Editor.ModelExporter.ExportMesh (FbxExporters.Editor.MeshInfo meshInfo, Unity.FbxSdk.FbxNode fbxNode)
FbxExporters.Editor.ModelExporter.ExportMesh (UnityEngine.GameObject gameObject, Unity.FbxSdk.FbxNode fbxNode)
FbxExporters.Editor.ModelExporter.ExportComponents (UnityEngine.GameObject unityGo, Unity.FbxSdk.FbxScene fbxScene, Unity.FbxSdk.FbxNode fbxNodeParent, Int32 exportProgress, Int32 objectCount, Vector3 newCenter, TransformExportType exportType)
FbxExporters.Editor.ModelExporter.ExportComponents (UnityEngine.GameObject unityGo, Unity.FbxSdk.FbxScene fbxScene, Unity.FbxSdk.FbxNode fbxNodeParent, Int32 exportProgress, Int32 objectCount, Vector3 newCenter, TransformExportType exportType)
FbxExporters.Editor.ModelExporter.ExportComponents (UnityEngine.GameObject unityGo, Unity.FbxSdk.FbxScene fbxScene, Unity.FbxSdk.FbxNode fbxNodeParent, Int32 exportProgress, Int32 objectCount, Vector3 newCenter, TransformExportType exportType)
FbxExporters.Editor.ModelExporter.ExportAll (IEnumerable`1 unityExportSet)
FbxExporters.Editor.ModelExporter.ExportObjects (System.String filePath, UnityEngine.Object[ ] objects)
FbxExporters.Editor.ModelExporter.OnExport ()
FbxExporters.Editor.ModelExporter.OnContextItem (UnityEditor.MenuCommand command)
UnityEditor.GenericMenu:CatchMenu(Object, String[ ], Int32)
Somebody told that “it seems one of the objects you are trying to import to FBX has a script in which you may have an array that is null or is getting out of range. I will advise checking the objects you have a script attached to see if that is the case.” I removed all the scripts from the model. But still does not work.
Do you have any idea?
Regards,