3ds Max Turret Rigging (Help Needed)

Hi all,
I have a quick question about rigging a 3d model in 3ds max. Below is an image of an auto-turret which I’d like to add to my game which will target the player.


The turrets weapon will rotate 360 degrees but will only have a limited vertical movement. All of the rotation will occur around the base of the central column.

My question is, how would I go about rigging the model? Should I add bones as I would like a character or gun, or somehow do it inside of Unity? I have included both the model and an image of the model.

2098151–137314–Two_Barrel_Turret.zip (50.9 KB)

If the model were two separate object this could be set up in Unity, but if only one mesh and only the upper part rotates without the base moving, will need skinning unless you are willing to break apart the model into two pieces to set it up in Unity, but that will result in 2 drawcalls instead of 1. Many options :slight_smile:

Since this is an inorganic object, you don’t need bones, unless it is one solid object. If it is one solid object, just create 2 dummies, one at the specific pivot point you want the gun part to rotate and one at the base. Then rigid vertex weight the gun part to one dummy, and the rest of the non moving pieces to the last dummy. Animate and export as fbx.
The center post the gun rests upon will not need animation because it’s just a round cylinder with no detail. If there will be added detail in the texture, it will need to be animated properly when the gun rotates, then just add one additional dummy object and rigid weight the post to the added dummy and animate and as needed.

Well at the moment, all of the objects that you see in the image are seperate, so I will just make all of the static base of the turret one part and then the top weapon part another object?

Yeah - if your alright with one additional draw call that works fine, then you can set it up in Unity as you like.
This should be easy to animate in Unity since it is inorganic with a static base.