Activate this option to import animation found in the scene.
Expand this section to view additional import options
Displays the current animation take in the FBX file.
You can change the selected take of animation by selecting another take from the menu. The Maya FBX plug-in lists all available takes of animation contained in the file.
Activate this option to convert optical markers contained in the file into dummy objects on import.
If you disable this option, the import process ignores this data.
Optical markers normally come from motion capture data, as a cloud of animated points or markers. The Maya FBX plug-in does not import the animation as the data type is incompatible. However, the Maya FBX plug-in converts optical data into a cloud of static null objects in Maya.
This option is useful if you need to import optical data that is stored within an FBX file. For example, if you wanted to send an FBX file containing optical data that someone needs to use in Maya but they do not use MotionBuilder, you can activate this option to use the FBX file format to store optical data.
Use this option to convert and resample quaternion interpolation into Euler curves to ensure interoperability.
Activate this option to prevent any incoming animation from overwriting channels with driven keys. Maya has special driven keys that link one attribute value to another object attribute. These keys are exclusive to Maya and are not supported by FBX. When this option is active, the Maya FBX plug-in prevents the disconnection or overwrite of attributes that use driven keys.
If the option is active, the driven keys are protected and no incoming animation is applied to the driven channels.
If the option is not active, the driven keys are discarded and the incoming animation is applied to the driven channels.
Activate this option to convert deforming elements into Maya joints. This option was originally provided because Maya did not support locator elements (that is, transform nodes that are not joints,) within a joint chain.
If this option is not active, all elements other than joints being used to deform are converted to locators. See Cluster import for information about cluster problems.
Activate this option only when you import older (pre-MotionBuilder 5.5) FBX files that contain an animated joint hierarchy, for example, an animated character.
This option lets you assign the rotation transformation of the null (or joints) elements in the hierarchy that are used as pre- and post-rotation to the joint orient and the rotate axis of the original node.
The pre-rotation and post-rotation nodes are then deleted. Older files created with the Export Pre/Post Rotation as Nulls option are merged back to the original Maya setup.
Activate this option to import FBX-exported geometry cache data during the FBX import process.
The Maya FBX plug-in generates three files when you export Geometry cache files using FBX:
The plug-in stores XML and MCX files in a subfolder named after the FBX file and has the suffix FPC (_fpc).
For example, if you export a scene containing a cube named pCube1 to the FBX file myTest.fbx, you create the following files:
Activate the Deformed Models option to import Skin and Blend Shape deformations.
You can choose to import Skins and Blend Shapes specifically by expanding Deformed Models to access individual options. You also have the option to Pre-normalize weights. Pre-normalizing weights normalizes the weight assignment of skin deformations so that smooth skin weights add up to one.
During the import process, the Maya FBX plug-in can pre-Normalize weights to ensure that every vertex on a skinned mesh has a weight no less than a total of 1.0. You can have many joints that influence a single vertex, however, the percentage of each deforming joint always equals a sum total of 1.0.
Activate this option to ensure that certain supported constraints contained in the FBX file are imported into Maya.
If this option is not active, no supported constraints are imported.
FBX supported constraints include:
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