Question about animations (388023)

I’m currently using max/biped animations exported to .fbx files to animate my character. This is working pretty well.

I want to make my character grow; what I did was scale the bones as I needed in max, make changes to the mesh, and re-export it.

I can import it in Unity, and I then assign the animations I already had (for the original bones/mesh). It plays fine, except it keeps the original scale of the animation. When no animation is played, my character is as big as I created it in max; when I play an animation, it becomes as big as it was before.

My question is, is there a way to tell Unity to ignore the scale of an animation ?

Nobody has an idea ? this is quite important for my project.

If the question wasn’t clear, please tell me… I’ll try to explain it another way.

Is there a way, like in some other engines, to tell Unity to ignore the animation scale ?

You probably have to delete the errant scale keys in Max, the ones that are resetting it back to 1. Or dont key scale to begin with?

HTH
AC

That did the trick.

Thank you !