Hi all,
I have problem importing animation in Unity. I made very simple animation (only hands movement) in 3ds max and trying to import it in unity, to see how character will move. Unfortunately, although i defined animation range correctly(it is 30 frames only) and turned on “play automatically” the model remains static. May be I am doing something wrong?
I would appreciate any advise.
By the way, here is the fbx file with animation: http://rapidshare.de/files/49103887/test2.FBX.html
Are you sure you checked everything under the “animation” tab in the 3dsMAX FBX exporter?
I had some issues before I realized that “Export bones” or something wasnt checked off.
Like Theformand said, I’d check your export settings first. Check the problem one step at a time. If it seems to be working in max then check your export, and if your export seems to be fine, then check the way you have your animations setup in unity.
I did everything as described here: http://unity3d.com/support/documentation/Manual/HOWTO-ImportObjectMax.html. I am using 3ds max 2010 with original FBX exporter.
One more thing, it may be important: the model I am trying to import is from some game (I am using it only for testing purposes, of course) that uses Unreal engine - I simply grabbed model, made some very basic animation and exported it. The rig consists of bones with skin modifier. Also, I must admit, that previous version (2009) of 3ds max was unable to export above mentioned model and gave a strange error about some bones. I simply cant see what the problem may be.
P.S. One more thing: when I double-click the animation in unity it launches Motion Builder displaying animation correctly.
Ok, I solved the problem, thanks guys.
The problem was incorrect settiongs of wrap mode (as I am noob, I left it to default) - I only marked Loop checkbox. I accidentally changed wrap mode to loop and everything works perfect.
Thanks all.