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Question by Kinky · Jan 30, 2012 at 05:19 PM · animationfbxsplitbiped

Split Animation Biped Problem (Axis Change/Keys Missing)

Hey,

Ive got a character on a standard 3DS MAX biped rig with a point based facial rig linked to the head. When i import said character he is correctlly positioned and orientated (facing pos Z) and all biped parts and points are present in the $$anonymous$$erarchy.

I also have another file with an identical rig including no mesh w$$anonymous$$ch has an animation. If i import t$$anonymous$$s file WITH a mesh on it (same mesh as the other file) the character is positioned and orientated correctly and the animation all plays as normal (inc facial).

However if i put the take from the second file into the animation list for the first and play it the character is rotated 90 degrees on X and Z axis and only the root of the biped (root of the whole rig) is animated.

Using 3DS MAX 2012 and FBX converter 2012.0 with Y set to up on export and baked animations on export (as otherwise my point based face rig wont export)

Has anyone had t$$anonymous$$s issue? Major problem for me right now and i would GREATLY appreciate any help/advice anyone has to offer.

Many thanks,

Matt

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