Machine rigging from 3dsmax?

Hello is it possible to import an rigged model that is NOT a humanoid? (like a machine)
Or do we have to redo it in unity with physics components?

Thanks in advance!

import as a legacy or generic rig.

Twiesner thanks for the reply, but it seems that is not working.
I am trying to move one part of the model with a slider (scripted) and then want the other parts to hinge-follow.
But the bone connection that is present in 3dsmax don’t seem to work in Unity. Any idea’s what i am doing wrong?

Is the slider script a c# or unity script? You may need to modify the script so when you affect one part of the model it will transform the other parts of the model you wish to control.

Also I would check your rig and make sure the parent to child set up is correct. A bone linked to a parent bone doesn’t always have influence of the parent bone.

The slider is a unity script, but why would it need to transform the other parts? isn’t that what the rigging is about?

Rigging for 3d is done so that an animator can easily select and move parts of a model (such as an arm or leg) without having to painstakingly select every single vertex in the desired part. Unfortunately in unity, constraints and movement of other attached parts set in a 3rd party application do not transfer. So since you are using a custom script to animate a rig in unity you’ll need to set up the constraints and the movement of the attached parts manually through your code.

So basicly my whole bonesystem is useless in unity?
the workflow would then be

  • animate in 3dsmax using bones
  • In unity only use sections of the animation timecode

if i want to realtime adjust the position of items in the model i would have to rebuild the rig in unity with constraints?

You can still animate through max. To adjust a position of a bone/object in real time there cannot be a key frame animation on what you are controlling. The animation key frames take precedence over code in unity. If you want full real time control, code the constraints on the rig you imported or rebuild the rig in unity.