Hi guys,
I need a bit of help here with the animation data i have. I first used biped in 3ds Max to combine a few .bip files and then compute them as keyframes. I intend to export this keyframed biped to .fbx so that i can import the animation to maya.
I thought this is the right way, but when I imported my .fbx file in Maya, it appears that the bones are missing. Not exactly missing. they just cant be viewed for some reason. Ive checked the nodes are all there, and when selected the keyframes appear to be showing correctly in the time slider. I made sure 'Joints' are displayed. The funny thing is, when I select the bone object from the outlliner, I can see the manipulator cursor but not any shape. I even double check and import the .fbx file back to 3ds Max and it works fine. Just this time, instead of biped its all bones. Thats right, right?
I thought I went wrong with some exporting options. but then, it just cant be. I think. I didnt had any problem importing a .fbx file to Maya when I exported an animation using SoftImage|CAT in 3ds Max. I thought it is the same, CAT and Biped, they are somewhat similar.
I know my toolchain is kinda messy with lots of imports and exports, but Im really desperate(put it that way) to find the answer. Its been bugging me for days. Is there another solution to getting my biped animation in maya without the need of .fbx? any free plugins I can use? Or, what actually went wrong?