I downloaded a Mixamo animation to 3DXchange, applied it to iClone on a Game Base character. It works great in iClone, but when I export the FBX to 3DS Max (using 3DS Max setting), the animation playback in Max messes up the character mesh. https://gyazo.com/14cfe918d5286de3607be319dfee529d I have been having this issue all week and have tried numerous attempts with different settings, using exports directly from 3DX, from iClone, etc. This is preventing me from being able to use any Mixamo animations at all in my production work. Any ideas/suggestions? Thanks! Reggie
Actually, I am using Heroengine. I do characters for three different Indie MMO projects. The Heroengine pipeline requires 3DS Max or Maya, as those are the only two apps they have created their proprietary export plugins for. And...they have to be bones, Biped, CAT rig, etc. Dummy objects won't export through their pipeline.
On the bright side, I am also working on a couple of Unreal projects so I can still get some value from iClone and CC3 :)
Feedback Tracker Admin
If you want to export motion to Unreal / Unity， please try to export FBX motion from iClone， then import to Unreal / Unity. If you use Unreal，you can try Unreal Live Link for iClone plugin, it can transfer iClone's character /motion / camera /light to Unreal.
It works fine when I convert as Dummy, but I have to use Bones. Many game applications do not allow the use of dummy objects for animation directly in the engine. If the problem is that the animations are not compatible with 3DS Max Bones, I understand there is nothing you can do about that. Just so you know why it is such an issue, it is because the game engine I am exporting to has a custom export script to convert to Granny format, and the converter requires bones. They also only have the export plugin available for Max and Maya, otherwise I could use Blender and not have any issues.
Thanks for your help, I do appreciate it.
Feedback Tracker Admin
When your import FBX to 3ds Max，please change "Bone conbersion" to " Convert as dummy". Then try again and tell us result.
Any update on this? I still can't get any characters to work in 3DS Max 2015, 2016, or 2019 if I use the "Leave As Bones" option in the FBX import. I have several game projects waiting for me to get them characters and animations, and three of those projects are for the Heroengine platform, which requires Bones in the base rig for exporting to their proprietary format.