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3ds max to unity
3ds max to unity













3ds max to unity

I think when we exported from max, we had to do the "collapse trajectories" collapse thing. We settled on a workflow where we export from motionbuilder (where our animations get made anyway). You probably already did this, but just delete everything else from the scene for the meantime, just to rule anything else out. The problem indeed is very likely in the character rig. If you're already doing that, you could try exporting from max. If you have MotionBuilder, you could try exporting from motionbuilder. The fbx2009 stuff for me reliably crashes every time. Then again, fbx is the only way to get stuff into unity, so in a way I'd say this is one of unity's greatest weaknesses.įor starters, try exporting to a fbx2006 profile. The biggest problem isn't technically unity, but fbx. It tooks us a long time to find the exact way to export our rigs so that it would export properly into fbx. Unfortunattely often the road to finding it can be very painful, as the max->fbx->unity pipeline is very unforgiving. If anyone would like to collaborate, I'm happy to share my rig or look at another so we can find a solution and get on with making the art! My mindset is that there has to be a way around this, whether it's in Unity or the rig, that still allows the artist to make use of the tools in Max and still get the asset into Unity with a minimum of headache. The IK, the shapes linked to bones to make selecting and controlling easier, etc. If I'm understanding what's happening correctly, the problem lies in parts of the rig that indirectly drive the bones.

3ds max to unity

if I set keys on every second frame with the collapse, every key has the same value (from the starting frame of the animation).

3ds max to unity

I've tried various combinations of collapsing the rig, but what happens is the bones are getting keyframes of the default orientation. Problem two is in the lower body mesh not coming in animated properly. I don't want them at all, but they do show the proper animated motion so that's handy at least. Problem one is the shapes (splines) getting exported into Unity as meshes. I strongly suspect it's the character rig, as I'm using an IK setup on the lower body that has shapes driving the IK solvers. I've spent most of this afternoon trying to export placeholder animations into Unity and haven't had any luck.















3ds max to unity