Bones in Unity

Hi!
We are having problems when importing 3d characters from max.
The bones used for face animations,
distorts the model when imported into Unity.
Hope someone can help us out.

Jakob

In order to help you, you’ll need to provide more information:

Are you importing via .FBX?
What version of Max are you using?
What settings in Max are you using?
What settings in Unity are you using?
Perhaps a screen shot of the model after it’s imported?

Attatching the file to a post if possible and or bugreporting would increase solution speed too.

AC

Hi, although I’m not the original poster in this thread, I’ve worked on the project also - so here’s the info.

Are you importing via .FBX?
yes.

What version of Max are you using?
9.0

What settings in Max are you using?
Biped + additional bones for the face+eyes. Physique modifer for rigging. We have a linked dummy-object to control where the eyes on a character is looking towards, which seems to be part of the trouble.

What settings in Unity are you using?
Just basic import settings, apart from turning auto-generate smoothing off.

Basically the character imports fine (and works perfectly in Max), but it looks like some vertexes in the face is moved to the position of the dummy-object upon import, which fucks up the mesh in weird ways…

I use Max9 with biped but we’re using Skin rather than Physique. I know it complains about Physique though in tests I did it seems to work. Do you have any of those vertices receiving weight from the Dummy object? (ie. Did you just paint weights/adjust envelopes or lock and weight the vertices?)

Also, why have the dummy for look-at when you could just weight each eyeball to each eyeball bone and control look-at with script override of the bone translation?