3dsMax Export Woes -

Hey all - I have 3dsMax 9 … I’ve successfully exported FBX files in the past and brought them into Unity, however now I have an animated model thats giving me all sorts of trouble…

example - the “hair” mesh of the character is the only thing skinned…the actual character itself doesn’t seem to be animating at all. None of the textures imported. The meshes all seem to be a little offset from each other, as if they’re all static at different points of the animation…but not actualy animating.

I’d like to hope an update to my FBX exporter would help…anyone know what the best version of the FBX exporter for max9 would be?

Thanks.

FBX 2009.3 for 3DSMAX 9

Is the hair skinned the same way as the body? You can also check to see if it’s the animation or the skinning by expanding the bone hierarchy in Unity and manually wiggling bones to see if the mesh moves.

Ok - so I was able to bring in my meshes all animated and correctly skinned. The problem was I had modifiers ABOVE the skin modifier, and apparently something in the export process did not like that…

However, I have three meshes exporting…Eyes, Low Poly Hair, and the main body. They are all successfully animating now, BUT there is a strange offset on the eyes and hair mesh. Inside max, the eyes and the hair lineup and are skinned to the head of the biped. In Unity, they animate but are offset and don’t lineup with the main mesh…

Any suggestions?

Hmm, yeah, modifiers above the skin modifier generally won’t work and may introduce odd behaviour - that goes for pretty much any game engine.

Standard advice for exporting cleanly is to reset xforms and collapse your stack, and for exporting to FBX, use editable mesh instead of editable poly.

Other than that, it’s hard to say - the best way to debug this stuff is to pay close attention to small details and see if anything jumps out at you that might explain the odd behaviour. (for instance, differences between how you set up the body and the hair/eyes)

Hey thanks - I did have my eyes and hair mesh as Editable Polys…fixed that, but it didn’t help. I tried manually offsetting the hair in Max (to the point it was WAY off where it should be), and that DID affect its placement when in Unity…confirming my instinct that it seems somehow its inheriting some sort of offset somewhere along the way…

No luck yet figuring out where that is though…

Again, I have:

  1. Skinned “body” mesh, using a biped.
  2. Skinned “hair” mesh, skinned to the head (I also tried adding bip and head nub to this)
  3. Skinned “eyes” mesh, skinned the same way as the head.

When the images import into Unity, the hair and the eyes are offset about a half of a head width, looking ‘detatched’ from the mesh.