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.