I've got a big animation exportation matter (3Dstudio Max/Maya)

Hi.

I'll explain it straight:

I exported a model with his animations, let's just say it's a knight and he has a sword. The model has been exported in unity I even put it in the scene there is no problem at all until here.

The problem is that when he plays an animation where he draw the sword and make a movement with it, the sword doesnt follow the movement, instead it stays just where it is at the beginning.

In 3Dsmax when I animated the whole thing it was allright! nothing wrong, i even imported the FBX file again to see it from the file itself and it was still right, the sword was following the right animation frame.

Then I used another model on unity with another sword animation at this time it worked.

Thats when I got what was going wrong. Thing is with my knight Model I used the object "select&link" to link the sword bone to the biped bone.

(it has brougth me some problems but I fixed all of them )

In Unity it seems that it isn't working. However I did some other use of this select&link that were perfectly simulated in the unity engine.

So is there anyway I could fix this in the unity engine, because if I have to redo all the animation again it'll take me the whole week!

Thank you.

PS: I'm using 3Dsmax but biped animation system is quite the same in both.

Apparently it's not a "select&link" problem, i just tested an other animation and it works perfectly.

I don't know what it is.

Some times the objects don't follow the right order...

-I've got multiple animation files separately. I wonder how I can set multpile animation stored in one file.

-Ive got an Idle position but it's not the "T pose".

Ok I've tried something else. When I use an animation where the sword is already drawn and It works, and I can change it with another animation and it still works.

But when I use and Idle pose then a sword animation there the problem starts.

So what do I have to do for that?