(max file is annexed)
I did this Bulf model in 3dsmax 2010 and gave it 4 animations, 3 idle and 1 walk. But then I realized that my pivot is off. And I don’t know how to fix it without screwing animations up. The animations I did aren’t showing in-game, what must I do to set them up correctly? Is the time scale changed in FBX?
my doubts are:
fix pivot
set up anims
Thanks in advance!
318436–11222–$bulfanim2_124.zip (75.7 KB)
is the animation done through skinned bone animation?
Otherwise you can’t do anything because you have basically no animation. Unity does not support morph / mesh deformation type animation.
fixing the pivot wouldn’t be a problem. just put the model into a prefab on the unity side that you use as root object and offset it there. makes the hierarchy 1 deeper but the prefab is something you are going to do anyway.
is the animation done through skinned bone animation?
Otherwise you can’t do anything because you have basically no animation. Unity does not support morph / mesh deformation type animation.
fixing the pivot wouldn’t be a problem. just put the model into a prefab on the unity side that you use as root object and offset it there. makes the hierarchy 1 deeper but the prefab is something you are going to do anyway.
Hey, thanks for replying!
Nice to know that the pivot is ok like that.
About the animations, I did them like this:
I made a symmetric mesh
created bones for each body part, not in chain, but each bone was created isolated from the others.
gave the bone names and etc
added a Skin Modifier to my mesh and added all the bones there
edited envelopes to select the right vertices with their weight. (no vertex had more than 3 bones affecting them)
linked bones to their parents via ‘Link’ tool (like linking the bone in the knee to the one in the leg start, or linking bone_head to bone_neck)
made all animations
exported to FBX, baking animations
What isn’t right?
I have no problems opening your file with either 2.6.1 or 3.0a4.
Maybe you have Fbx2011 exporter installed? I know Unity 2.6.1 is not fbx2011 compatible (at least for animations)
I’m exporting to FBX 200900.
Did you try getting it into Unity?
Yes, no problems in 2.6.1 (and 3.0alpha4). I dropped your file directly into scene (i.e. max file and let Unity do the export to fbx).
The screenshot is attached - you can see it’s in the middle of anim (see turned head).
Could you try direct import - just place your file in Unity folder? Or could your try exporting it to fbx2010 instead?
Could you explain what do you mean by “my pivot is off”? - screenshots would help.
Yes, no problems in 2.6.1 (and 3.0alpha4). I dropped your file directly into scene (i.e. max file and let Unity do the export to fbx).
The screenshot is attached - you can see it’s in the middle of anim (see turned head).
Could you try direct import - just place your file in Unity folder? Or could your try exporting it to fbx2010 instead?
Could you explain what do you mean by “my pivot is off”? - screenshots would help.
Managed to import it, thank you for your help.