How to Prevent Your Character from Deforming When Exporting from Maya to Max Using FBX

Published on January 06, 2026 | Translated from Spanish
Comparative view of a character in T-pose in Maya and deformed after import into 3ds Max due to bind pose error

When Your Character Arrives in Max Flattened and Without Dignity

Exporting from Maya to 3ds Max using FBX might seem simple, until your character appears as if it's been through a hydraulic press 🧃. The culprit is the bind pose-mismatched matrices error, which occurs when Max doesn't correctly interpret the original skinning pose that Maya knew and respected.

Exporting from Maya Without Losing Bones or Patience

Before clicking Export FBX, make sure to follow these steps to avoid the drama:

Oh, and always use FBX versions that are compatible between Maya and Max. Nothing like a version mismatch to ruin your day.

Importing into Max Without Everything Exploding

In 3ds Max, don't trust the default import button. Enable these options in the FBX panel:

With any luck, your character won't come out with arms where legs should be ðŸĪž.

Emergency Solutions for Desperate Situations

If nothing works, you can always use Blender as a bridge: export to FBX from Maya, import it into Blender (which sometimes interprets the matrix better), and then export it from there to Max. It might seem like black magic, but it works more often than it should 🧙‍♂ïļ.

Don't need the rig? Export as Alembic. Goodbye bones, but hello correctly deformed mesh.

Wasn't FBX from Autodesk?

The most ironic thing about this is that FBX is from Autodesk, just like Maya and Max... and yet, passing a file between them is like sending a fax to Mars 📠🊐.

So next time you export your rig, remember: it's not just a click, it's a ritual. And like any ritual, if you skip a step... you'll probably summon a deformation demon. 😈