Bit of a tricky one to search for since it is quite general, so I apologise if it has been answered elsewhere - my wording in google couldn’t come up with a solution or similar problem.
I import 20 frames of animation from 3ds max. The biped is just a standard ‘classic’ one. The 20 frames are of a simple sidestep. Figure is in a bent-knee’d tennis pose, ready to receive the serve.
I export the biped with ‘animation’ and ‘bake animation’ ticked and the correct frame segment chosen.
Importing it into unity I change the rig to ‘humanoid’ as I usually do, check that the avatar is picking upa ll the right bones - which it does.
But when I go to the ‘animations’ tab and I look at the preview window I see a bizzare half-complete version of my poses. The legs are straight, as if they’re trying to reach the floor, the spine keyframes are all undetected so he’s stood up straight instead of bent over and when he shuffles left his legs seem to be struggling to find the floor?
I just exported the whole timeline which includes a shuffle left, shuffle right, serve, forehand and backhand to see what the preview would look like and it is bizarre.
I can’t even pinpoint which limbs are misbehaving, they’re SORT of doing the right thing but there’s a large amount of un-keyframed flailing going on…
Has anyone else experienced this? I’ve had similar issues before but it was down to the avatar bones not being set up right.
EDIT: more testing and analysing and I notice that some spine aanimation is present as character bends all the way back for the serve but only using the first spine bone. In the avatar setup I assigned the second spine node as the last spine bone on the biped (it has 4 spine bones so I chose the 4th). I assigned the neck bone to the neck node and changed the default choice for hips (which was chosen by unity to be spine bone 1) to the biped’s pelvis.
These changes seem to have zero effect on the animation.
At one point the legs cross over each other in unity… very odd!
One thought I had was that maybe using planted/sliding keyframes in 3dsmax is having odd results after export? But that doesn’t make sense because exporting the animation surely remembers all the keyframes???
I’ll attach a crudely copy and paste job showing the 3ds max file compared to the imported result. Both at frame 0.