Here is an imported ancient Chinese soldier in Eevee Renderer of Blender 2.80 Release Candidate, you may notice that his spear has already been attached to the right hand bone automatically, and all bones orientations have been corrected automatically, while the armature deform animation remains not changed. Here is an imported robot warrior in Cycles Renderer of Blender 2.79b, you may notice that his shield and weapon have already been attached to proper bones automatically, and all bones orientations have been corrected automatically, while the armature deform animation remains not changed. To fix the issue, you need to copy the rotation value to the 'Pre-rotation' value for every bone between the IK chains, and reset the rotation value to zero, for Maya use the 'Pre-rotation' value to calculate the pole vector value.Īs 3ds Max can't export and import IK constraints at all, you can't import and export IK constraints for 3ds Max. To import the basic IK constraints into Maya, you need to insert at least one keyframe of any object, for Maya treats IK constraints as animation data, if there isn't any animation data, the IK constraints will be ignored.Īfter imported the basic IK constraints into Maya, you will find that the bones can't be driven by the effector correctly, this is caused by the wrong pole vector value. The add-on can import basic IK constraints from Maya correctly, but the exported IK constraints are not compatible with Maya. You can only use empty object as the target object, if you did not assign a target object, the add-on will create an empty object as the target object automatically. The add-on can export and import basic IK constraints since v4.1.10.
![blender importing animation from 3ds max 8 blender importing animation from 3ds max 8](https://netrinoimages.s3.eu-west-2.amazonaws.com/2013/07/22/331695/100165/pastry_blender_3d_model_c4d_max_obj_fbx_ma_lwo_3ds_3dm_stl_1258583.jpg)
![blender importing animation from 3ds max 8 blender importing animation from 3ds max 8](https://i.stack.imgur.com/sBgQU.jpg)
![blender importing animation from 3ds max 8 blender importing animation from 3ds max 8](https://netrinoimages.s3.eu-west-2.amazonaws.com/2007/11/11/8802/5215/smart_blender_3d_model_c4d_max_obj_fbx_ma_lwo_3ds_3dm_stl_44496.jpg)
Blender importing animation from 3ds max 8 how to#
I recommend taking a look to these tutorials if you don't know how to do it: or Decrypt the game with your favourite method. Get the desired game (In this case Pokémon Sword) 3DS Max (I will use 2019 for this tutorial)
![blender importing animation from 3ds max 8 blender importing animation from 3ds max 8](https://i.stack.imgur.com/YxM1R.jpg)
Pokémon Lets Go Eevee/Pikachu/Sword/Shield decrypted Also, Blender importer is not working properly, but 3DS Max is, so we will use it. SWSH mostly work, but have some key issues you need to fix by hand. At the moment of this post, Lets Go animations are the only ones that fully work. NOTE: This DOESN'T apply Mystery Dungeon DX. Well, thanks to Mvit, Golui, Reisyukaku, and the rest of the PokéModding team, we can now export the models and animations from Nintendo Switch games to Unity Engine in a few minutes. Hey folks! Some of you might know me from my tutorial about how to export from 3DS games to Unity Engine, exporting lets go models and animate them with Mixamo or exporting Switch models and animate them with 3DS animations.