Loss of animation on exported rig

Hello community,

I have recently experienced a strange problem when exporting my animated rigs. I have rigged and animated several dogs, and am exporting their cycles separately for use in Unity.

It seems that when I export an animated rig, the animation does not export with it. I can transfer the very same max file to a colleague, who is able to export it correctly without modifying the file (or export settings) at all. I have tried both exporting just the selected rig and file>export… to no avail.

I have yet to experience this issue, and am wondering if any of you have encountered this, or know of a possible cause!

I’m running 3ds max 2009, The rig is a modified biped, and I am exporting only the rig, not the skinned mesh.

Below is a snapshot of my export settings and one of the rig after it’s been re imported. Apologies if this is vague, I’m not entirely sure what to include for reference.

Thanks for your time, and let me know if you need any more info.

-John S

**Update: I have fbx exporter 2009.0, am updating now… though I’ve always had .0 and no issues.
**Update: Issue persists after the update. I notice that during the export process, the model rig/timeline does not animate.
**Update: I seem to have figured out what is going on, but am unsure how to correct it.
The animations are all in series in a master max file. When exporting, I am usually able to isolate a specific section of the timeline, then export, and it is treated as though the fbx’s frame count starts at 0, regardless of what the original time span was. Currently, it is maintaining the total frame count, but leaving out any animation before and after my specified time. Example: a standing dog sniffs around from frame 75-300, after export and re-import, frames 0-75 are static, posed with the first frame of the exported animation.

Well, I ended up working around the problem. In case anyone else runs into it and gets stuck:

I just saved out the .bip for each animation into their own scenes, which sets the keys back to 0, then exported from that file. I don’t seem to have an issue with my custom rigs, just the biped.