FBX export Finger joint alignment issue

I made a character in Daz Studio 4.9. I exported the character as an fbx to be used in 3ds max. When I select the characters finger bones in 3ds max, the pivot point is aligned to the world even when I set the reference coordinate system to local. This makes it extremely difficult to animate the hands doing much of anything. The other joints all seem fine.

I have attached an image.

Has anyone else run into this issue and is there an easy fix?

finger_joint.jpg
1920 x 1040 - 864K

Comments

  • I have no experience of sending FBX to 3DS, but the current DS build (4.10.0.123) does include several chnages to FBX since 4.9.x.x so it may be worth trying that - if you are concerned about your workflow try getting the beta for testing purposes first (but note that many scripts, shaders, and plug-ins will need to be reinstalled to work in the beta if you haven't used one before).

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