Biped "Knee" problem ? ?

I’m having an issue with Unity and Biped, and was wondering if any of you fine folks could help me.

The rest of the character looks ok. Even have a facial rig and everything performs as it should.

Except the knees.

We are also having the same issue with another character.

Any ideas??? I’ve tried all sorts of things, and I can’t get this behavior to stop.

The skinning is very clean, and looks superb in max. All edge loops are proper as well.

http://imgur.com/lno7w

The image shows you the same exact frame, in 3DMax viewport, and in Unity viewport.

Rigged with Biped, and using Skin modifier for skinning.

Can you send me your mesh? I’ll see if Unity 3.0 gives me any useful warnings…

Paulius,

I’m sorry, but I can’t send you the meshes. Powers that be won’t OK it.

We do have 3.0 Beta on-site here, and I just loaded it up and ran into the same problems.

Any other ideas/suggestions??

First up I don’t use Max so this may not make any sense but just thinking out loud :slight_smile:

does this just happen during animations?
can you bring in the “t-stand” version of the model without any problems?
if so its probably something to do with IK solvers being used in max that obviously wont transfer to unity, can you “bake” the IK of your animations before/during export?

Fellas, I think we are getting close to figuring this out!

The problems seems to be that Unity is moving the pivot-points of the bones during import.

Imgur

I have no clue why its doing this. And its only doing it on certain bones. Both legs (upper and lower), and the upper arm.

I just created the green boxes, and linked them to the legs of the Biped system. Then re-exported, and the boxes are no longer where they are supposed to be. Note the green boxes are NOT skinned, just linked.

BTW, all animation is baked. And I’m exporting as FBX-2009 out of MAX.

We never share any information submitted to us in a bugreport with anyone. I don’t think there is formal NDA, but IIRC there is a sentence or two about that on a bug reporter.

Unity does some pivot point resetting (because modeling tools actually have pivot offsets and runtime engines can’t have them for performance reasons). So something might have gone wrong, but I need to see it myself before I can say anything.

I got around to fixing this issue.

Not sure 100% what caused it, but it works now. I think the pivot point on the mesh within 3dmax got screwed up somehow.

I stripped all the components (mesh, skin, biped), reset them, then reload them.

Now it works.

I get this issue sometimes when vetex weights are devided between more than two bones:smile: