I created some environment in 3ds Max using the AEC extended items (walls, doors, windows etc…). Is it possible to import the animation of the doors to Unity?
I am using 3ds Max 2012. Right now I dumbed-down the scene and just have a pivot door with an animation of opening from 0 to 30. I have tried baking and not baking the animation, it did not change anything. I know how to trigger an animation inside unity.
When you take an object (primitive,AEC,whatver,etc…) in 3dsmax and animate it on the keyframer,
it’s animated at the object level. This animation can be exported as a FBX file.
Try a different FBX file version if the default one doesn’t work for you.
Are you animating a AEC parameter, like “open”? Because I don’t think you can export those
type of animations, as they aren’t animated on the object-level. 3dsmax calls them morph animations.
These types of animations operate on the vertex-level.
An AEC door is basically a single object. To export animation, I think you would have to break it into
two or more objects, and animate the objects individually, without using parameters. The pivot point
of each object is what gets exported as animation.
Right now it seems to me it would have been faster if I had only used the door frames of the doors from AEC and created the doors separately and move/animate them in unity.
Thanks for the reply again. I am new to 3ds max, I have been using SketcUp but wanted to employ the AEC tools for a project… = /
In 3dsmax, if you add a “Edit Poly” modifier to your AEC object, you can select individual polys,
and detach them into their own object. There should be a “Detach” button under the “Edit Geometry”
menu in the dropdown menu for this particular modifier.
Then, if you want to rotate the object at a certain point, like a door swinging on a hinge,
you would have to setup the object’s pivot point so it sits where you want.
If it’s just a sliding door, then you probably leave the pivot point where it is.