I’m having issues setting up a 3DS MaX CAT rig in mecanim. I what to use the rigs Root for the characters movement, and am running into an issues with the way CAT does its hierarchy. The Root and Pelvis are in independent hiearcharies and mecanim wants they to be in the same hierarchy for Avatar setup. Any suggestions?
This issue is easily solved.
In 3dsMax, when skinning your character mesh, do not include the “platform” bone since - as you say - it’s separate from the leg hierarchy.
Instead, create a ‘digit’ to act as the foot:
Select your CATrig’s ankle and from the ‘Modify’ panel, create at least one digit (consisting of atleast one bone). This will act as a foot bone - it forms part of the correct hierarchy for Mecanim when it configures your avatar in Unity - just be sure to update the vertex weights accordingly before re-exporting your character.
Thank you for the answer but this did not solve the issue for me. My animation and everything is working, I do not have any platforms in the skinning, I made sure to reset the skinning the digits are acting as feet but the issue remains the same. If I hit play in the preview window of Unity, the character runs forward but the transform icon on the floor stays behind. So it is really just the mesh running out.
Actually, I guess it did fix it! I had to update reference clips inside the unity Rig tab and BOOM! Thank you.
This sounds like the issue I am having. Can you give clearer details on what the new bone is now named? Does it become the Root bone or Hips ??
Where do you place this new new bone. Is it just left next to the existing toe bone on the foot?
Does the new bone need to be in the Skin mod ?