3dsMax FBX import morph angle deformer

Hi,

Just finished a 3d character rigged and skinned with a biped in 3ds max.
I used the skin option “morph angle deformer” to ajust the deformation of the arms when they raise up.
Then exported it in FBX format into unity.

All works almost fine but 2 things are “missing”.

  • The animation plays well but without the “vertices correction” given by the morph angle deformer of the skin modifier.
    Any idea if this option is supposed to work ? If not do you know any other way to make this kind of corrections ?

  • Also Turbosmooth modifier seems not working, is it normal ? ( I ticked “turbosmooth” in the FBX export window )

Thank you by advance.

PS : Sorry for my bad English :slight_smile:

Neither work. Unity can’t read that type of vertice based animation even if it is an attribute built into max’s skin modifier. If you want a turbosmooth try applying a turbosmooth modifier instead.

If you want morphs in Unity your best bet is MegaFiers and I believe the author was talking today about adding the very thing you need, bone angles altering morph data http://forum.unity3d.com/threads/89750-Mega-Fiers.-A-mesh-deformation-system-RELEASE?p=884003&viewfull=1#post884003

Thanx for the answers.

I will try to polish the skinning without modifiers so.

I’ll keep an eye on the MegaFiers also. Seems indeed what i’m looking for.
Just hope it’s a stable product which wont be outdated with new versions of unity or 3dsmax.
If it’s not i’ll probably buy it.

Just to let you know the morph link feature was added to the morphing system and I believe it is planned to be extended to directly export data from max.