Prerequisites[]
- Autodesk Maya 2009[1] - install professional program for working with 3d graphics version 2009.
Note: At some point Maya 2009 and Maya 6.0 will be installed on the same computer, make sure check this guide[2] to prevent any compatibility issues.
- Enable Maya 2009 FBX plugin - check if plugin is enabled and if not activate it.
- Open Maya 2009
- Select from the menu "Window" -> "Settings/Preferences" -> "Plugin Manager"
- Find "fbxmaya" plugin and make sure both checkboxes are ticked
- Restart Maya 2009


Creature model - convert from FBX to MA with Maya 2009[]
Import FBX model in Maya 2009[]
- In Maya, go to "File-> Import..."
- in the new window browse the DarkGuard model[3] FBX file and select "Import". If you get error "Unrecognized file type", Maya 2009 FBX plugin should be enabled.
- in "FBX Importer" window
- in "Include":
- in "Geometry" check "Smoothing groups"
- in "Animation group" check "Animation", "Deformed models", "Fill Timeline", "Bake Animation Layers", "Deforming elements to joints", "Update Pivots from Nulls", "Geometry Cache File(s)"
- check "Cameras" and "Lights"
- In "Advanced options" -> "Units", set "File units converted to" to a metered type that adjusts "Scale factor" to 1.0 (Usually inches or meters).
- in "Include":
"File units converted to" should have the same measurement units chosen during the FBX creature model export from 3ds Max, usually the default is meters. If proper "Scale factor" selection is made the value will show 1.0, so Maya 2009 will import the model at a one-to-one size. Otherwise another measurement type should be chosen until the scale value become 1.0.
- Select "Import".
The end result should be as on the image below, marked with a green checkmark. Only the model will be in the viewport, in relation to you, a little further than shown in the image. You can zoom in on the model by turning the mouse wheel.

Export Maya 2009 model to MA format[]
- go to "File" -> "Export all ..."
- In the new window
- set "Files of type" file format to "mayaAscii (* .ma)"[4]
- fill "File name" with a relatable name.
- select "Export"

Creature animation - convert from FBX to MA with Maya 2009[]
Import FBX animation in Maya 2009[]
- In Maya, go to "File-> Import..."
- in the new window browse the animation FBX[5] file and select "Import"
- in "FBX Importer" window
- in "Include":
- in "Geometry" check "Smoothing groups"
- in "Animation group"
- check "Animation"
- check "Deformed models"
- check "Fill Timeline" - Important! This allows the animation length in Maya to adjust to the animation length of the imported file.
- check "Bake Animation Layers"
- check "Deforming elements to joints"
- check "Update Pivots from Nulls"
- check "Geometry Cache File(s)"
- check "Cameras" and "Lights"
- In "Advanced options" -> "Units", set "File units converted to" to a metered type that adjusts "Scale factor" to 1.0 (Usually inches or meters).
- in "Include":
"File units converted to" should have the same measurement units chosen during the FBX[5] creature animation export from 3ds Max, usually the default is meters. If proper "Scale factor" selection is made the value will show 1.0, so Maya 2009 will import the animation at a one-to-one size. Otherwise another measurement type should be chosen until the scale value become 1.0.
- Select "Import".
The end result should be as on the image below, marked with a green circle.
- Note down the animation duration time

Export Maya 2009 animation to MA format[]
- go to "File" -> "Export all ..."
- set "Files of type" file format to "mayaAscii (* .ma)"[4]
- fill "File name" with a relatable name.
- select "Export"

Final result[]
At the end of the article two MA[4] files should be present, one for model and one for animation named as follow:
- H7DarkGuard_Model.ma
- H7DarkGuard_Anim_Idle.ma
Next step: Import model and animation to Maya 6.0 and export for Heroes V engine compatibility.