Error exporting animated model from 3ds max 2010 to Unity3d

Hello all, I’m not entirely sure if this is the right thread for this question, but I have an issue when I try to import my character into unity after exporting from 3ds max 2010. From 3ds max I get 3 warning errors. Error 1 is a geometry conversion issue, 2 is a Turned Edges warning, and issue 3 warns about my modifiers above the skin list and disables them, the modifiers on the list are: Turbosmooth and Shell(for armor). Now as for the Unity issues, it lets me import my models but the animation tab in the inspector is greyed out, the turbosmooth is gone making the character look blocky, and all my control gyros(splines) I used for animating in 3Dmax are big grey discs and such. I would like to know how to properly export my models into unity with my quality and animations intact.

Unity won’t import anything above the Skin modifier, and it has no idea what Turbosmooth or Shell are, so you’ll have to put them under the Skin modifier in the stack if you need to use them. I don’t even think FBX exports them (you are exporting as FBX I assume). Turbosmooth is probably not your best option as it is going to super inflate the polygon count. If you want good looking low poly models in-game then you’ll have to do the hard work and make them look good and low poly in Max, without Turbosmooth.

The other issues I’m not so sure about without more details but right off the bat, there are two problems with what you’re trying to do.

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For starters thank you for the reply, and as for my export I am using FBX and I was afraid I would have to drop the turbosmooth, but that’s fine. On the other hand though I use shell on armor thats separate from the model body

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You’ll have to put the Shell modifier under Skin in the stack or it’s not going to show up. I understand wanting to do it after Skin, so you don’t have to deal with the skinning issues, but it won’t work after it in the stack. There are ways around it with skinning, but it depends on your knowledge and experience with 3DS Max for how difficult it would be to explain it or for you to do it.

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Okay I understand, thanks for the info I’ll have to go back into max and tweak some things.

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I’m sure you’ll get it figured out. If you run into any more troubles just ask.

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I will, thanks. :wink: