export with 3DSmax8 a character (with Character Studio)

Hi,
Afflicted, I do not speak very quite English, I am French… Here is my question:
I try to export since 3DSmax8 a character (with Character Studio) but the format fbx (August 2006) doesn’t support Physique modifier :frowning: , in Unity I recover animation but the mesh is unusable!
I tested export fbx with a simple cylinder, 3 Bones with solution IK (IH or IK menber) but animation is not recognized in Unity?
Have you a solution with this problem? thank you for your answers.

Are you making sure that Max bakes animations when exporting?

yes animations with the biped function, but the mesh is destroyed, animation with Skin modifier and a IK chain does not pass!

Can you send in the .max file via Report Bug.app?

of course, but in the documentation of export fbx it is specified the problems with the Physique modifier, I cannot unfortunately use Biped with Unity.
however my file 3DMax is a simple test:
with a cylinder, 3 bones with Chains KI and an animation.
if I directly animate the bones in max without chains KI, animation is played in unity… :wink:

Hi 3DMax’s user,

it is possible to use Biped with all these options but you should not apply to the mesh Physique Modifier but the Skin Modifier, After export in *.fbx, Unity correctly interprets animation and the mesh… :smile:

If you wish to animate a mesh with a skin/IK without Biped, you must unfortunately use the IK History Dependent.
Unfortunately, because they are not adapted to the video game, then a problem of export fbx, Unity? 8)
“Bake IK simulation” Aren’t enabled with fbx’s files. But which “bake” means? :shock:

to close this post, the result with 3Dmax8-> Biped->Skin modifier->fbx-export->Unity 1.6:
http://www.madeo.info/unity/catGirl.html

As an additional note, for those who want to use Physique (or need to export animations made with it), I found a solution:

  • Download the Physique to Skin plugin from here.
  • Unzip it to the stdplugins directory.
  • Load it from Max
  • Then select the object with the Physique modifier, go to the Utilities panel, click More, then Skin Converting Tools, then the Convert to Skin button.

You now have the very same animation using the Skin modifier instead of Physique, which exports beautifully to Unity (despite some warnings during export). Yay!

Because I’m a not a pro of 3dsmax and :
If I have a character based on the physic modifier and I want to convert it to skin, how long does it take ? Because the plugin that converts phy2skin doesn’t work anymore in 3dsmax2009…

Thanks by advance,

For a 3dsMax pro modeler guy, 1 day.

I know now that shape driven animation (MORPHER) won’t export in Unity (from Max), cool to know that SKIN will, but I have a question: if I ever use SKIN and I create “shapes” in the SKIN (you know like those shapes based on the angle of the bones stuff), will that export well?

Thanx in advance!

sb