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Exporting a 3D Studio Max 9 file into a .FBX

Last post 10-25-2008 3:32 PM by sachi raj. 18 replies.
  • 02-27-2008 11:17 PM

    Exporting a 3D Studio Max 9 file into a .FBX

    Sounds like a simple enough task: Export my model and animation that's in 3d Stuio Max as a .FBX file for it to be used in XNA. The problem with this is that after exporting it, and it being brought into XNA, certain errors occur. The biggest problem is XNA states :Error    1    Vertex is bound to bone "F Thigh R", but this bone is not present in the skeleton.

    After rechecking my model and skeletal structure, I re-exported, and the same messages pop up. Since that persisited, I imported the .FBX file into 3d Studio Max, and the skin was horribly warped.

    So my question is: Is there some step I missed when exporting? I used the defaults for the .FBX plugin, so there may be something there. I've also used KW Xport, and Panda Direct X, with similar-ish results. In KW Xport, the mesh wouldn't show, but the animation would play, while in Panda Direct X, it would all show, but the animation would either chop off, or the Mesh wouldn't deform properly, and when it did work, XNA said:
    Error 5 Node has more than one BoneContent child. Unable to determine which one is the skeleton root. So yeah, there you have it.

    I thank you for any help.

  • 02-28-2008 5:19 PM In reply to

    Re: Exporting a 3D Studio Max 9 file into a .FBX

    Hey
    I had a similar problem when i had to import a mesh the reason was because during the skeleton creation controllers were used and these are not exported into the fbx file. Also do you get a warning which says multiple skeletons found if so then somewhere in your skeleton's hierarchy you havent connected bones. All bones must be connected to the root bone otherwise xna finds multiple skeletons and ignores them and so when trying to bind a vert to that bone it says it is not part of the skeleton. So check that all your bones are definitely connected and if this does not help do you have any export errors when you actually export from 3ds Max.

    Also once you get your animation exported correctly i do not think there is a way to split up the animations using the fbx exporter so this has to be done manually.
  • 03-31-2008 5:21 PM In reply to

    Re: Exporting a 3D Studio Max 9 file into a .FBX

    MyNameIsEarl:

    All bones must be connected to the root bone otherwise xna finds multiple skeletons and ignores them and so when trying to bind a vert to that bone it says it is not part of the skeleton.


    I'm having a similar problem, but I'm not a 3DS MAX person...  could you provide some help as to how I insure that all my bones are connected to the root skeleton's hierarchy?  And how do I fix this in 3DS MAX?
  • 05-10-2008 4:26 AM In reply to

    Re: Exporting a 3D Studio Max 9 file into a .FBX

    When exporting more complex models like skeleton there are some options.

    in our game we had that problem and i use panda expoter for 3ds max.

    And for exporting skeletion you need to select option.


     then it works for skeleton's hierarchy.

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  • 08-20-2008 2:55 PM In reply to

    Re: Exporting a 3D Studio Max 9 file into a .FBX

    hi,

    i have a ready model with biped in 3d studio max, i wanted to export it .fbx format to use in xna. I am looking for advise on how to do that, which is the best plugin to use, and any technical settings to keep in mind when exporting the character.

    cheers.

  • 08-21-2008 4:28 AM In reply to

    Re: Exporting a 3D Studio Max 9 file into a .FBX

    hi,

    by default you can export to .fbx in 3ds max.

    file->export->select (.fbx)

    fbx is the format used by autodesk.

    if u want to export to .X you can use panda exporter plugin.

    both works fine with miner changes.

    so u can export biped to both formats .

    thay works fine.

    cheers

     

    Lead Game developer.
    Microsoft student ambassador.
    Sri Lanka`s first game programming lerning portal
  • 08-28-2008 6:21 AM In reply to

    Re: Exporting a 3D Studio Max 9 file into a .FBX

    you can use bipeds now?
  • 08-28-2008 1:28 PM In reply to

    Re: Exporting a 3D Studio Max 9 file into a .FBX

    It's worth bringing up that you check to make sure you're running the latest FBX plugin from Autodesk. Recently, they've patched the FBX exporter as it had several problems ( textures missing, bone data goofy etc...). To get this, simply point your browser to:

    http://usa.autodesk.com/adsk/servlet/index?siteID=123112&id=6839916

     

    Specifically for 3DS Max version 9, I have experienced several problems with our FBX files. After patching, problems were minimal to none.

     

    -s


    --Scott
  • 10-03-2008 9:07 AM In reply to

    Re: Exporting a 3D Studio Max 9 file into a .FBX

    I've just started trying to export some models with animations and I'm having some trouble.
    I'm using 3DS Max 2009 with the current version of the FBX exporter.

    The model is rigged and skinned and we use some animation controllers attached to the bones to make animating easier.
    I can view the exported model with the QuickTime plugin and everything looks fine but in game the meshes used as animation controllers in Max show up as well.

    Has anyone else animated this way with helper objects as animation controllers?
  • 10-03-2008 5:27 PM In reply to

    Re: Exporting a 3D Studio Max 9 file into a .FBX

    The kW X-porter has three options for you to solve the problem of not wanting to export helper geometry:

    1) You can Hide the helper geometry before exporting, and not turn on Export Hidden in kW options.

    2) You can right-click the geometry, select Properties, and un-check the "Renderable" checkbox, and not turn on Export Hidden in kW options.

    3) You can make sure that everything you want to export is textured, and everything you don't want to export has neither textures nor FX shaders, and then turn on "Ignore Untextured" in kW options.

    Jon Watte, Direct3D MVP kW X-port 3ds Max .X exporter kW Animation source code
  • 10-06-2008 4:52 PM In reply to

    Re: Exporting a 3D Studio Max 9 file into a .FBX

    guys,

    i got a problem when i export fbx model from my 3dsmax 9 version i get following errors.

    Error: Texture file not found(1).    Description:The texture file was not found. The texture’s file path will still be saved with the FBX file.
        -\\Salamander\MscMM2007\N0200402\digital_3d\textures\uv_maps\final_uv_for_whole_body.tga

    Error: Geometry conversion(1).   Description:Skipping smoothing group and edge visibility export on skins and morph targets.
     -body.

     

    The model does export but when load it into my content folder it works but when i build my project it gives an error of Missin asset.

    can anybody tell me whats wrong here. please.

     

  • 10-06-2008 9:15 PM In reply to

    Re: Exporting a 3D Studio Max 9 file into a .FBX

    You're using an UNC path (fileshare) for your textures. I believe FBX only supports drive-letter paths. Try mapping your fileshare to a drive letter and export, and see if it works better.

     


    Jon Watte, Direct3D MVP kW X-port 3ds Max .X exporter kW Animation source code
  • 10-13-2008 1:29 PM In reply to

    Re: Exporting a 3D Studio Max 9 file into a .FBX