Exporting Rigged Models in 3ds Max Ensuring Geometry and Skinning

Published on January 07, 2026 | Translated from Spanish
3D rigged model in 3ds Max ready for export with hierarchy and skinning reviewed

Preparing Rigged Models for Export

Exporting a rigged model in 3ds Max requires attention to the geometry, rig, and skinning so it can be reused without issues 🚀. The first step is to clean the model, freeze transformations, and purge the history, avoiding errors when importing it into another scene.

Organization and Clear Names

Before exporting, ensure that all objects and joints have unique and consistent names. This guarantees that the controls and the Skin Cluster are maintained correctly when importing the model into another scene or project.

Using FBX for Export

The FBX format is the most recommended for rigged models. Check the options to include geometry, joints, skinning, and animations if any. This preserves the hierarchy and the weights applied to each vertex 🎯.

Skin and Deformation Review

Before finalizing the export, test the rig by moving the main controls. Adjust the skin weights if necessary and export again. This way, you ensure the model is ready for any project without strange deformations 🖌️.

Final Recommendations

Avoid duplicate names and group objects logically. Always test the exported model in a new scene before using it in production. This way, your rig and skin will work correctly, and no one will have to ask you to fix it at the last minute 😅.