Hello,
I’m have a little bit of a problem in unity with hiding a character’s 3ds max biped rig. I see that somewhere down the line the rig was converted to an editable mesh…which is displayed as a box in 3ds max and when exported as a FBX into Unity it has to be hidden. I’ve been hiding it by " deactivating the game object " in unity but if ever I have to replace the character in a scene or re-import the character , the rig becomes visible again.
I would like for it to be permanently hidden and not have to always hade it.
Has anyone had a problem like this? And if so, how do I get around solving it ?
Regards
Pappy
Hm this sounds more like an export issue from 3ds than a Unity issue. Usually any bone in the FBX should automatically be converted to just be a transform. There shouldn’t be any kind of mesh renderer attached. How does your workflow look like, and what your your 3ds export options / Unity import options?
Hey, Thanks for the reply.
At the moment I use CAT bone for most rigs which I notice are converted to regular bones durring the export from max. But this time I tried out a Bip rig which ,somewhere down the line, got converted to a mesh ( I’m not sure how ). Mesh renderer? I see. There is a mesh renderer attached which I’ve ticked off the and it seems to have worked ! But from what you say it doesn’t make sense for the rig to have a mesh renderer.
Thanks a milion,Glockenbeat ! I appreciate the feedback 