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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 hierarchy.
I also have another file with an identical rig including no mesh which has an animation. If i import this 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 this issue? Major problem for me right now and i would GREATLY appreciate any help/advice anyone has to offer.
Many thanks,
Matt