Animation Problems!

Hey I have been importing animations from 3ds max as .fbx and I am having a problem. Half of the animations work correctly, and the other half receive an error while exporting from 3ds max saying unsupported controller and lists all the bones. Those same files animate the movement in unity but the limbs do not work. I saw a similar post on here saying to bake animations in unity inspector but that area is grayed out and doesn’t let me click. Why do some of the animations work and some dont when its the same rig and same settings? Any help would be great, thanks.

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bump, after like a day or so…

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The “Bake Animation” is grayed-out, because Unity can bake only when it converts from original format to FBX (i.e. when it imports max, mb, d4d).

If you’re importing as FBX, then during FBX export try baking animation (there is Bake animation option under Animation section in FBX export dialog in 3ds Max).

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Thanks for the response. Yea I tried the bake animation option when exporting the .fbx from max, it didn’t do anything unfortunately. Do you think I need to bake the animation in max with a script or something? I’ve read that it’s possible I just don’t fully understand what that will do. What is confusing me the most is that half of the animations are working and the other half are not, both using the same cat rig. Any other advice? Thanks again for your time.

You can try baking your keys in 3dsmax like this:

Set the samples according to the amount of frames you have in the animation and hit the “Collapse” button. This should create a frame on every frame in your animation.

Ok I’m definitely going to try that when I get back in town, thank you for the response. I’ll keep you posted if it works or not.

Finally got a chance to try out that method you suggested, unfortunately it didnt work either. I am completely stumped, half the animations work and the other half don’t.

I discovered the problem! Please don’t laugh at how stupid of an error it was… Instead of exporting selection as .fbx, I exported the entire file…Thank you for helping out. Quick question relating to animation transitions because mine are a choppy. Can “jumpy” transitions be fixed using the Crossfade technique with programming? I am not a programmer but watched a video that seemed that it might fix my problem. I have an idle animation that jumps back to its starting position very noticeably, and I want it to smoothly start the idle animation again. Any help would be great!

A good way to make looping animations is to “bracket” your animation. Make your initial pose at the first frame and key everything (even unanimated stuff), then decide how long your animation is going to be. Go to that frame, and key everything again. Now go back and animate everything, but be careful not to change the first and last frames - or at least if you do, make sure you change BOTH of them the exact same way. This should make a fairly seamless loop. Double-check to make sure that the first and last frames are exactly the same when you get done.

Another thing to try, but it only works with some animations, is to set your animation to “ping-pong”, that is, to alternate playing forward and backward. But that only works for some stuff.

Thank you very much.

I had the same problem and had forgotten to collapse my skinning onto my mesh idiot moment but maybe it will help another idiot :slight_smile: