Posing > 
Import models with existing joints
 
 
 

Models with existing skeleton (joint) hierarchies created and rigged using other 3D applications can be imported with their joints data provided the application supports the FBX file format for export. For example, Maya, 3ds Max, and Softimage all have the capability to create joint rigs on models and export as FBX.

Any joint (skin) weights associated with the rigged model are imported and can subsequently be used when using the Pose tool for posing or deformation of the model.

NoteIt is not possible to add joints to an existing joint hierarchy that is imported to Mudbox.
  1. Prior to exporting your model from Maya or 3ds Max, ensure that the FBX export options are set so they export the skeleton and skin weighting data with the model. For example, when exporting from Maya you must oopen the FBX Exporter Options window and ensure that the Include preference setting has Animation and Deformed Models options turned on, and that the Skins and Blend Shapes options are also turned on.
  2. In the Mudbox Preferences window ensure that the FBX > Import Joints preference is turned on. For more information, see Preferences window.
  3. Select File > Import... and select the FBX file containing the model with rigged skeleton that you want to import. For more information, see Import using FBX.

    When the model is imported, the model’s joint hierarchy can be viewed using the Object List. The joints (and bones) appear in the 3D View when you are using any of the posing tools. Joints can be selected either by using the Pose tool, or by selecting them in the Object List.

    NoteMudbox only supports four joints influencing a given vertex (the four strongest joints) when importing a model with existing joints from another application. The influence of remaining joints is ignored, which can result in un-smooth joint transitions when posing. To help compensate for this, the weighting for imported joints can be smoothed on import by turning on the Smooth Joint Weights preference (Windows > Preferences > FBX > Smooth Joint Weights). It is currently not possible to adjust paint weights on vertices that are already affected by more than four joints. This situation can occur when a rigged model is imported to Mudbox.

If you experience any problems when working with an imported model with a joint hierarchy, see Troubleshoot posing.

For general issues related to file import, see Troubleshoot file import and export.