how to setup my character in 3ds max?

Hello everyone,

I’ve got some issues trying to make my character working fine in unity 3D.

I’m using a biped and as root (bip01) is inside the pelvis and animated I can’t use it for rootJoint that needs to have no keys. Then I created a dummy called rootJoint and I linked bip01 to it. The problem arises when I import the fbx to unity, there’s no rootJoint in my hierarchy, it begins by bip001…

What can I do to solve this problem? What did I do wrong?

Also, why my axis direction is screwed after skinning my character? Before: works fine in unity, after: global/local all screwed up.

Thank you! :slight_smile:

You did nothing wrong. Unity team didnt make any usable documentation, thats the problem. So you have to find out everything by guess-try method.

Ok lol, but did you make it work in your own project? Are you using 3ds max?

Actually we have still lots of problems. With exports, correct settings, some coding around skinned mesh stitching…NO DOCUMENTATION (that two available pages are joke). I really dont undestand what these Unity guys are doing there. I am cursing them each day. We made some progress, but it is guess-try. Hundreds of wasted hours only because some #$%^* Unity manager, who didnt order to write some documentation for this, he probably thought, that nobody is using animated characters in game. This is AAA documentation!