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Hi,
If you’re trying to export both skin (deformers) and morphs (blendshapes) from Maya to 3ds Max, it should work by default. In other words, if you’re using Maya’s FBX Exporter plug-in version 2010.0, you should check to see that the default checked items, “Skins” and “Blend Shapes” in the Include > Animations group > Deformed Models Group, are still checked. The same would go for the 3ds Max importer (ensure that the Autodesk Media & Entertainment preset is used and that you have Animation > Deformations > Skins and Morphs checked. The blendshapes will import into the Morpher modifier that gets created on the imported object.
Let me know more information regarding what exactly is failing during the import or export process and I can definitely help you out further.
Thanks,
Trevor Adams
Autodesk FBX QA
Author: trevoradams
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