So after weeks I finished my 3ds max character. I have no idea where to go on from there. Im not sure how to import 3ds max work into unity, im not sure how to script to show 3rd person view, and the hardest part im facing is i dont know how to program my character to run/move the way hes suppose to.
Im lost here and have been for awhile, if anyone can quickly tell me or guide me the right way id appreciate it.
However if you can’t wait to see your own character in there :
Just place it into the Assets folder of your project. It will automatically import.
There should be a mouse orbit script that you attach to a camera in the Standard Assets bundle. The tutorial mentioned above covers how to use it.
If you complete the tutorial, you will have at least one form of character movement. It can be quite a complex topic, but my biggest piece of advice is to just take it one step at a time.
The problem is that everythingg went successful, i have the .fbx file in unity, i can see it in the project panel, the only problem is that wen i drag it into the hierarchy/scene view, i cant even see my character at all, only the pivot x,y,z axis… and in the inspector panel, on the bottom the preview of my char shows nothing, just a grey background…
Nah ive already tried all that, i seem to be running into so many problems now.
I tried exporting other objects from max, little ones, and they appear fine, but theyre textures are all messed up and show no lightening etc.
Then i tried exporting my char again, this time i didnt change it to .fbx, i left it to .max and all the parts to him were detached, so u could take him apart peice by peice, so i exported him and it worked, but he was missing his body… the rest was fine but there was absolutly no textures, just black and white.
Theres suppose to be a proper way to do it and im pretty sure im not doing the proper way, anyone know whats going on??
There’s a couple of tricks you can use to make sure you zero everything out before exporting.
Reset XForms : Select each object, select the utilities panel (little hammer icon), the press the “Reset XForm” button. If it isn’t already in the list, press the more button and you should be able to find it in there. This will place a modifier on each object.
The “Box Trick” : Create a box, and make sure it’s positioned at zero world (0,0,0). Turn the box into an editable mesh, then attach one of you objects to it. Once the object has been attached, go into Element selection mode, select the box you made, and delete it. This will transfer the zero’d out position, rotation, and set the scale to (1,1,1).
If all else fails
Update you FBX plugin. You can find the latest versions of the plugin here.
I think i know why my model thats all attached wont show, because i saw a warning thing under unity, that my model cannot exceed 35,000 verticies, and i think my model does… so it wont show anything.
So if i have to use my model thats made up of liek 100 detached parts, how am I going to make my model move without moving all peice at the same time.
Also, what do i do about textures. Ive textured everything i want it to look liek in 3ds max, but when i export it to unity, it turns out black n white… with no textures.
How to animate in Max is something that I’m afraid you won’t get too much help for here in the Unity forum. Your best bet is to find some 3DSMax tutorials online to get up to speed with how it all works.
Okay, so lets say ive done a bone animation, imported it to unity, and done all that… Am i suppose to write some script in unity to make my character move the way hes suppose to?
I had a small question too, its not a huge deal but ive made my 3rd person camera, with the mouse orbit and everything, is it possible to make my camera NOT jump if my character jumps? Its just somethin i want to get rid of if its possible?