Hi I created an animation that uses a bend handler to play:
I can’t export it to unity because it deletes the bend and I can’t get it animated, keyframes only moves the rotation and position but can’t save the bend, anyway I can export it?
Hi I created an animation that uses a bend handler to play:
I can’t export it to unity because it deletes the bend and I can’t get it animated, keyframes only moves the rotation and position but can’t save the bend, anyway I can export it?
No, however there are several assets on the store that can either aid in the export, and allow the bend to exist in Unity, or be able to recreate it in Unity. Check into Megafliers asset packs if you can not find another way to solve the export problem.
Question: I’m a 3D Max artist and assuming the bend handler is similar to a bend modifier in Max. It is a mesh/object or sub-object level modifier that creates a bend in the mesh without having to use a morph or skinning - right?
From the images provided - it looks like you are attempting to create some type of linear accordion effect or a 1d straight, linear array - is this correct? IMO - this can be recreated without a modifer/handler, and the export will succeed.
You are right is the same as 3d MAX, my animation is a circular bend + stright linear close that sci fi closet.
How can it be recreated without modifier/handler?? thanks for the reply!
You could rig it with an IK spline instead. You could also fake it by just having it be an animated image.
You could export it as a Geom Cache from Maya and use one of the Point Cache assets on the Asset Store to import it, or to plug my own asset MegaFiers has a Bend modifier which would allow you to recreate the same bend effect. Below are a couple of videos showing the Bend modifier doing pretty much the same as you have in your images.