import model "values" from 3d modelling software to unity

hi folks,

ive a relative general question about how to achive the best way to define and get values/properties from 3d modelling software to unity.
imagine joints/hinges, for example a cannon on a ship.
i wanna have a very modular aproach, so best way seems to have a shipModel, cannonSocket and cannon barrel.
now u have the problem that you have to define the anchor points of the barrel on the socket and the socket on the ship.
additionally somewhere there has to be defined which properties this joint point has (rotationAngles x/y/z, rotationAnglesMax/Min, panAngles…)
i think this should be done in the modelling software, because its part of the “creative” work.
actually i do it with dummies and strings (in the 3d studio max object names) this worked for a while but now i wanna do it better :slight_smile:

is there a way to define joints in 3d studio max that can be impoortet to unity or do you have a better idea how to do this?
it would be good if u can test/simulate this joints in 3ds…

tnx for answers and greets to all :slight_smile:

From Maya I often attach Locators on my assets.
Once into Unity they are like an Empty GameObject, then no big deal.
From here pretty easy to script something to parent an object and to reset his transform.local value.