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Cannot use FBX format to import model skeleton and animation.
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I export a model from both Max 2012 (or Maya) using fbx format. The model is rigged with a skin modifier on and an animation.

With the fbx export dialog:

I tick the animation option

Deformations / skins

FBX format:

FBX 2012

Units I set to meters as that scales correctly to the O2 import.

Once I import I then select the following options in o2:

Every time the mesh comes in completely warped like so:

It also looks this way when trying every conceivable variation of option selections during the FBX import screen.

Yet, if I export as fbx from max and then import into maya (or vice versa) the mesh is perfect, weights are correct and the animation works flawlessly.

I have also tried using 3ds format, and all my bones are renamed to $$$DUMMY and all get placed in the same lod.

I have tried using the VM export script from max. This is no good however as the animation is not exported.

Please help out here!

I really would like to import my own model, rigged with my own animations, and yet there is not documentation on how to do this at all. I am working on a mod which has gathered a large following, and yet this lack of information is really holding us back.

How does your modeling team do this? What is the work flow between max / maya and O2. None of us in the modeling skype channel know how to do this, unless we animate by frames in o2 which is far to painful a way of making anything half decent or we only stick to using the ofpmanskeleton (seriously that's the only known working skeleton around)

Please, please, I beg..document this or give us in the modding community at least some clues.

Maybe consider hiring a consultants for a few weeks to document everything and then really empower your modding community.


Legacy ID
Steps To Reproduce
  1. Create a model in max
  1. Rig it and paint weights with a skin modifer
  1. Animate it.
  1. Export as FBX
  1. Import into O2 as FBX
  1. ????

Event Timeline

shinkicker edited Additional Information. (Show Details)
shinkicker set Category to Tools.
shinkicker set Reproducibility to N/A.
shinkicker set Severity to None.
shinkicker set Resolution to Open.
shinkicker set Legacy ID to 893608139.May 7 2016, 6:00 PM
Vespa added a subscriber: Vespa.May 7 2016, 6:00 PM
Vespa added a comment.Feb 20 2014, 9:51 AM

You approach this from wrong end. The model is not supposed to carry animation data. You are supposed to export model and animation separately.

Export model via VM script

have your skeleton in form of simple cubes or spheres, and animate and export that via FBX
If you import this in O2, make sure the scaling is right, and then right click on animations wintow and pick export matrices

Could you share a screen cap of the FBX import window when you import the animation? I think there might be a step missing or misunderstood from my side..

I tried to replicate your suggested workflow using A3_character_example.FBX and A2_animation_poses.fbx (so we have a common ground if need be and to rule out any mistakes that might be present in my mesh / skeleton / animation).

For the master scale I use 0.01 (as the units set for A3_character_example is centimetres when viewed in max).

I do the following...

  1. Import A3_character_example.FBX into max.
  2. Export via VM script
  3. File > Import > FBX > A2_animation_poses.fbx
  4. Use the following options
  • Note: I also tried changing steps 1 & 2 to importing the FBX directly into o2 without animations or skeleton selected. Same again also with A3_character_example.P3D

Result: mesh disappears, as does all of the weights. Looks to me this is due to the import overwriting the current LOD (all the bones disappear from the property window), so I expect so.

Here is a short video of the import:

If you can help me nail down the process, I promise to neatly document and share with the forum and armaholic etc.

Also, sincere thanks for taking time out to respond!

ok, I think I get it now.

It does not matter that the mesh disapeers, o2 is simply being used a vessel to convert the fbx animation frame to rtm. You then load the ported rtm file against the model.

Will update with progress shortly.

ok, getting somewhere now. Will try and document some steps, when I am have it in game and I am sure of the process.

You know it really would help a lot if you guys could screenshot your fbx export settings and provide a friendly workflow for people to follow.

Its really tough sometimes chipping away at this by trial and error with no documentation to source.