Does Unity3D identify a 3DMesh parented to a Curves Controller (Maya) or Shape (3DS Max) ?
I am trying to figure out, is it always necessary to SKIN a 3D Mesh to a bone for Unity3D to identify the rig normally ?
Thank you !
Does Unity3D identify a 3DMesh parented to a Curves Controller (Maya) or Shape (3DS Max) ?
I am trying to figure out, is it always necessary to SKIN a 3D Mesh to a bone for Unity3D to identify the rig normally ?
Thank you !
I was going to answer your first sentence by saying yes the shape will be converted to an invisible object or dummy when brought into Unity but will be in root in the hierarchy. And then I realized I have not imported any spline/shape objects into Unity from Max so my assumptions might be incorrect.
But your second sentence really threw me. Can you reword the second sentence?
Sorry for reviving an old thread, but this is the first time I saw it and it was intriguing to me.
If you’ve already solved - I’d love to hear what was the solution to the issue you were having, and a clearer explanation of the problem.
Hi,
My question is When I want to use an Animated 3D object (rigged inside 3DS Max with Bones and Skin modifier) inside Unity3D, is it always necessary to Skin that 3D object to the bones, or can I simply take a Spline and parent that 3D object and then import it in Unity3D as FBX.
would the animation still work .??
Thank you for responding.
What would the spline do for you in Max?
Are you using the spline for a path constraint/controller for the 3D object?
If yes to above - the 3D object is not receiving any keyframe data in 3D Max, but the x,y,z position animation data can be baked into the object - then export to Unity.
Animation costraint/controllers are not readily read by Unity, but the animation data can be baked into the object then exported as normal.
If you are not talking about a path constraint - I still don’t understand the need to parent a 3D object to a spline object instead of a bone, but this is a pretty simple test to perform.
My general guidelines for setting up animation controllers in Max to be used in Unity are as follows.
If the 3D object is going to be rigid (non-deformable) either animate in Unity or in Max directly on the 3D object.
If the 3D object is going to be organic/deformable - then use bones.
Also consider using bones for a rigid complex mechanical component that would benefit from IK controls.
If special animation controller/constraints are needed (noise / look-at / path follow / spring) bake the animation data into the 3D object prior to exporting.