Customised Animation and Character from 3DS max to Unity Mecanim: WORKFLOW

Hi Mates,

First, I wish to create from scratch a character and a customised animation: like a character is smoking a cigarette, I would like to hear your feedback on the workflow:

  1. Using MakeHumans to create a character
  2. Rigging it with 3DS max
  3. Creating the Smoking cigarettes animations with 3DS max
  4. Importing everything in Unity as FBX
  5. Using mecanim to blend the animations
  6. Attaching the cigarettes and particles for smoke within Unity
  7. Using a Visual script (like PlayMaker, yes remember, I am not a coder! ) to trigger animations depending on events or states

So what is your opinion, this Workflow is fine? Some feed back or advices? Thanks :slight_smile:

I could use your feedback and progress as a Tutorial here for other poor beginners like me :slight_smile:

Sorry to bump, no one could give me a little help and just confirm if this workflow is simply correct or not?