I’ve posted this in Unity Answers (here), but have only gotten one reply that didn’t work out, so thought I’d give this forum a shot - let me know if I’ve posted incorrectly please.
I’m trying to import a simple bone based vertex animation into Unity from 3dsMax. It is the foundation for a more complex model, in which I was having similar problems, so I thought I’d simplify the process down to a simple plane for experimental purposes.
I have a plane with a line of broken vertices in the mesh. The plane is skinned with bones weighting the broken vertices. The bones pull apart the vertices during the animation to create a simple surgical incision. The bones surrounding the incision are mobile, while the other ones are stationary, but hold the rest of the weight. I have converted the plane to an editable mesh, have tried collapsing the trajectories of the keyframes, and have no IK.
However, upon import:
the mesh is stretched and deformed around the incision site; I don’t know if there is a different number of vertices and/or polys during the import/export process. See screenshot here.
- the gizmo in Unity does not control the corresponding plane g.o. when selected; it is just a wireframe box, leaving the plane g.o./mesh as a separate entity. See screenshot here.
- the mesh looks great in playback mode, and the animation works fine. See screenshot here.
- even with backface culling activated for the object in Max, the underside of the plane looks like this.
How do I fix the above problems? Any help would be great, thank you so much in advance. And I apologize if I am unable to respond quickly, as I only have a couple of hours a few days a week to work on this.
Thanks again!
ps - I am using Unity 3.3 and 3dstudio Max 2009.