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.
- 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.
- In the Mudbox Preferences window ensure
that the FBX > Import Joints preference
is turned on. For more information, see
Preferences window.
- 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.