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0
Product:
ActorCore
Version:
1.0
Status:
Active
Issue 12677
Severe head deformation on Casual-F-0087 when applying Normal Walk motion in 3ds Max
I purchased Casual-F-0087 (USD 30) and the Normal Walk motion (USD 3) on August 16, 2026.

Steps to reproduce:
1. Create a clean Autodesk 3ds Max scene at 30 fps.
2. Import the standalone Casual-F-0087 FBX. The character is correct in its neutral pose.
3. Import the Normal Walk motion using Update Animation.
4. Play or inspect the animation frame by frame.

Actual Result:
The character’s head becomes severely deformed during the walk cycle. Over consecutive frames, the head alternates between a correct shape, an elongated shape, a compressed shape, and in some frames becomes almost completely flattened.

I also tested a newly downloaded 30 fps version of the Normal Walk motion in a 30 fps 3ds Max scene, so the problem is not caused by a frame-rate mismatch.

Additional checks performed:
- CC_Base_Head Position and Scale curves remain stable.
- CC_Base_Head Rotation was temporarily matched to values from a correct frame, but the deformation remained.
- Relevant neck and spine Scale/Position curves remain constant.
- A vertex on the top of the head is weighted 100% to CC_Base_Head in the Skin modifier.
- Disabling the Skin modifier restores the undeformed character and T-pose.
- The standalone character is therefore correct before the motion is applied.

Expected Result:
The Normal Walk motion should animate Casual-F-0087 without deforming the head mesh.

Please verify the compatibility of Casual-F-0087 with the Normal Walk motion in the 3ds Max FBX workflow and provide a corrected export/motion or recommended solution if this is an export, retargeting, or Skin/bind-pose issue.

If the issue cannot be corrected, please advise regarding replacement or refund options for the affected purchase.
OS: Windows 11
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Submitted byluca.mascherin
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