Importing character fbx... it explodes

Okay I’m sure this is something I’m doing wrong on my end, I just don’t know what it is.

I am exporting as fbx in Lightwave and loading up the asset in Unity 2.5 (windows xp sp2) The preview looks fine on the bottom right corner as can be seen from the screenshot, but the character has exploded into pieces in the actual game. Is this due to me using IK in Lightwave? Do I have to bake out the bone animation or something? Just wondering if anyone has experienced this problem before and has a solution.

Thanks!

Anybody?

This seems to me like an issue that would be pretty common with an easy fix… wish someone could help me with it.

Unity doesnt support IK-animation for the time being, so thats probably what makes your model explode. Try baking out your IK-animation in Lightwave and re-export. That should work :slight_smile:

Trying all sorts of baking techniques in lightwave and it’s still exploding in Unity. Is there anyone here who successfully imported animated models from lightwave into Unity?

I really wish Unity supported Lightwave better. :frowning:

Kinda losing days on my demo of Unity since I can’t even get my character model imported…

I don’t know about lightwave , but commonly for standard game export, generally you shoudl end up with a model and his animation baked onto the skeleton, then this skeleton should be fully FK ( no Ik at all ) and also have all the constraints for it removed (if you use control object to manipulate the skeleton for example).

sorry I don’t use lightwave so i can’t be specific to it , have you tried to import your fbx into other software ( if you can ).

This is a long shot but is there a pre-rotation/post-rotation fbx option in LW? try changing it if so.

Maybe reset your LW prefs if you were mucking around with them at all?

Good Luck
AaronC

Make sure that, when you export your model it on X,Y,Z = 0. When you import in lighewave it import on X,Y,Z, 0.

  • Do one thing. Just all animation in different single layer than try to import in may be your problem will be solved.

Adam K - The Animationspot - A leading animation studio in USA. For more information visit our site.

I am having this exact same problem with the only difference that I’m working in 3ds Max rather than LW. Identical problem. Looks great in Max, export to FBX, import to Unity, Character is in all the pieces rotated and thrown about arbitrary angles.

What in the world is causing this?

I feel like the main problem lies in the FBX exporting.

Can someone shed some light?