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:
ASCII
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.