Hello, I have a number of questions about setting up a character in 3DS MAX for use in a 3rd person Unity (multiplayer) shooter. Overall it will be similar to the bootcamp character setup. I’ve looked around for help, and ill keep looking, but with any luck, the answers arent too complex.
I thought I would find the answers in the user guide, but the “animations” section has a broken link to something that sounds really useful: "You can download an example demo showing pre-setup animated characters here. " (this is the link that seems broken). anyway…
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The bootcamp character and the M4 are apparently different meshes in Unity, with the M4 linked to a bone in the characters hand. But when I import the Soldier.FBX (from the demo project “assets” folder) into MAX to see how it works, it imports with the M4 mesh attached. I dont understand this, surely the M4 should be contained in the separate M4.FBX, not the Soldier.FBX? Do I need to include my new gun mesh with my new character mesh or have both in different files?
(the image below is not related to this question btw, the M4 mesh that appears to be in the soldier.FBX imports at the same scale/location as it appears in unity) -
When I import the Soldier.FBX and then also import the M4.FBX, there is a huge scale disparity between the two meshes as shown here:
can someone explain why this is happening?
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There are apparently gazzillions of animations associated with the soldier character in the Assets>>Meshes>>Soldier folder (Aim_Anims, Crouch_Anims, …). Do I need to create all these animations for my new character in MAX, or do I just create a basic “Aim”, Crouch" “Walk” etc and somehow mix them in Unity to create the gazillion new animations.
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Are there any good tutorials that I have missed that explain these things? I know how to create simple bone-based animations and split them up with unity but I’ve never tried to set them up for use with a character controller before.
sam
