3ds Max Biped animation not fully supported anymore on Humanoids?

I’m talking about the MuscleClip conversion warning that warns us of bones containing translation or scale animation that is not supported. I think its probably an optimisation related thing, animating the characters only by rotation and not having to calculate the position and scale…

Thing is, I get this warning with every animation created with a 3ds Max Biped, no matter what FBX export settings I use. The warning appears even with Unity’s own assets, for instance the animation clips in the Mecanim Example Scenes.

Normally I see it has no noticeable effect, I mean the animations still work, but the warnings are still troublesome. I just had to convert all the biped animation in the Asset Store package I wanted to submit to Generic to avoid having those warnings.

.BIP is still practically the industry’s biggest standard in biped rigs, it is very odd to see it dismissed like that.
I mean what should I do with the extensive .BIP animation library that I (and I’m sure a lot of others too) have accumulated over the years?
Seems like I have a tough choice to do, whether to abandon my library or abandon the Unity Humanoid. :frowning:

Sure would be nice to see some kind of an explanation for this, I wasn’t able to find it documented anywhere.

Thanks,
Pärtel

This has been confusing me too and I’m not sure but I think it might be causing my animations to play back strangely. for example: the spine is bent at frame 0 but once imported it doesn’t even pick up that rotation, but when the animation actually plays and the bone moves, it picks that movement up but still offset because it wasn’t bent at frame 0 like it should be!
Never had these issues before… or maybe I did and didn’t notice…

Oh and usually the only warning errors I get that say translation animation is not supported is referring to the spine and the legs…

This message was added in Unity 4.3.2. Since then I’ve frequently seen these warnings on animations from rigs made in Maya, CAT and Biped Rigs in 3ds Max.

Even more interesting is that I can re-export the same animation, without doing any changes then re-import only to see Unity complain about a totally different bone than last time.

It seems harmless but it is very annoying to have the console filled with these warnings. It would be nice to hear an official word from Unity about this.