Exporting importing animations with IK, bones, controllers, etc

For max it mentions collapsing the IK and bones. Did that and everything works in unity animation is all nice. But my controllers are also in unity. They are now part of the mesh (actually separate those 4 controllers are 1 separate mesh and move independently from the char mesh)… I cant find anything about controllers and what to do with them. I cant delete my controllers before or after collapsing cause then the animations is gone as they are what mostly handles the animation. Now my controllers are actually made of mesh, and not actually ‘helpers’, but i dont think it would matter cause bones are also mesh and the export and import fine and dont turn into meshes. Does this mean that your not suppose to use controllers for unity? If so i cant find that mentioned anywhere. It will be tedious and even more technically difficult to move bones around without weird things happening without the controllers cause then ill be left with only the IK solvers to animate with.

So i got my char in fine with animations. My setup as a character controller is messed up so the mesh is a few feet above the controller. But i think the only problem here is the controllers in max issue - dont what know am i suppose to do so they dont mess things up in untiy and if i am suppose to even use controllers for unity.

Chances are that the character controller and mesh is all fine but that oyu didn’t configure its collision capsule correctly yet so its floating “on top of the capsule” :slight_smile: (or better half of it as the controller would be in the 0,0,0 position of your mesh, but half the capsule is below it)

Well as i said the position of my char to the capsule is off because of bad adjustment and cause im using the 3rd person controller constructor guy as template. But its not a problem. Made my own from scratch and the position is fixed. My problem is the box you see on the char. Those are the controllers in max i use to animate the rig… They are imported as meshes which i dont not want to be so… I want to know how i can use controllers in max to animate rigs and be able to import the animations without the controllers being imported as meshes.

Edit - Wow thats hot!!! Unity is the first forum to resize overly huge pictures to fit the forum so everytihng looks nice and clean. Thats smooth work.

You can have whatever you want in your MAX scene to help you animate, the trick is to be selective when you save out the FBX file that you bring up in Unity.

I use a selection set called “export” that only contains the mesh, and the bones that drive the mesh. Then when I save the FBX file, the plugin bakes my IK automatically, and what I end up with in Unity is just a mesh and the bones I need to drive the character. My IK goals, helpers and controllers are all left out.

If this isn’t an option, you can always remove stray elements manually once they’re inside Unity, or make them invisible by disabling their Mesh Renderer component.

Hi Sycle. I did the selective export and the controls dont appear anymore. But they are still imported into unity i think as bones now… X[ How many more technical issues will i run into before the export import of asset be ok so i can freaken work on my game OMGoose!!! THE WORLD JUST EXPLODED!

Well the problem was not solved so i updated my last post. But i guess its better to post a new post so it is known that it was actually not fixed. If this is fixed then i can start working on my game rather then trying to established the asset workflow. I mean why, so close and then this has to just halt me… I can start building game functions and etc but i want this crap technical issue solved… Or should i just start building the game - create content, functions / game mechanics - and hope that the importing piece of tech will be solved eventually? This issue has already halted me a few days now. And that is what i am going to do. No need help anymore. Ill let this problem laugh and think it is stopping me while im progressing. Ill come back and slaughter it myself later.