Hello, I am new to the forums but I am bringing up an older issue that my colleagues brought up here before with the hope that someone may have a solution. We are having some trouble with characters set up in 3ds max and skinned with Biped. What is happening is that a seemingly random mesh object in the scene is being thrown into the Biped hierarchy in Unity. See attached JRGimage01.jpg for reference. Whenever I do something like copy the mesh, delete the original and then skin the new one it no longer is put in the Biped hierarchy, but the tricky part is that another mesh takes its place. This goes on indefinitely as the problem hop-scotches around to different meshes.
I did not rig the attached models so as a quick test I brought an old character model I made into 3ds max, rigged it with Biped, applied the skin modifier to it along with another object and exported them. They gave no errors during the FBX export and showed up in the proper hierarchy in Unity as expected. This leads me to think that one clue may be the error messages put out by the FBX exporter when exporting the characters with the issues. See JRGimage02.jpg for the error messages that the female character and the male characters produce. The ones that I particularly have my eye on are “Error: Skin Modifier Export” and “Warning: Geometry conversion.” Since I did not rig them one thing I will try will be re-rigging one of them myself to see if I can get a clean export like with the test model. I’ll report back on that when I have results.
In the meantime, anyone have any ideas of a solution that would avoid re-rigging?
Thanks.
37095–1385–$avatars_max_fbx_files_137.zip (6.26 MB)