For simplicity, lets say i have an imported mesh with a single animation from 3ds max. I put the mesh into a scene and watch it play through it’s loop. The problem is that where i position the animated mesh and where it actually shows up when i click the play button are different! It never moves from its original spot even though I moved it in the scene. Any ideas on what’s wrong? Thanks.
2 Answers
2Imported models with animation components can often not perform in the way you want them to and can change position at runtime due to loose keyframes which change its world position. Basically what I’m saying is that in Max you’ve probably accidentally got one or more keyframes which weren’t intended and change its position. Simply delete those keyframes in Max, reimport your mesh, and you should be good to go. ![]()
Hope that helps, Klep
Don’t animation the root bone. A common mistake is that you have keyframe data for the root bone so when the animation is playing the object moves most likely to (0,0,0).