3dsMax import FBX replace animation breaks the character. Looks like something is very wrong with the placement of the axis of the bones after animation import
Just following the workflow as discribed here i get some unexspected result. iClone Pipeline Tutorial - Applying Motions from iClone to 3DS Max CS Biped Characters https://www.youtube.com/watch?v=oQGYoPC7llo Bones seem to be twisted in wrong angles. My rig works perfectly in iclone and if i import the fbx to max it works too. The mapping back to the biped part kills it. Bone structure is the same. I also tried to find any abnormality in my model but it seems ok. BVH import from iclone to max doesn't work so i have no way to map my animations to a biped. That breaks my workflow.
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