I’m new with Unity and 3DS Max so i don’t know if it’s possible to do this or if i’m missing a step but i tried to do this:
Put a biped to a simple model in 3DS Max.
Assign a simple footsteps based animation to the model.
Export all as .fbx.
Import it in Unity.
The model conserves its animation but it’s all messed up as the image shows (it’s supposed to be a low poly swordsman):
The fbx export process already send me a warning message regarding the physique modifier and i tried with several variations of the export parameters but i’m still getting the same result.
Now, i tried importing directly the .max file but it also gave me the same result :roll: so i think that i should try something different. Does somebody have any suggestion?
My modifier stack only has the editable poly and a physique modifier.
Now, i’ve been searching in the forums and other people had the same problem so they were instructed to use the skin modifier instead of the physique.
I did the same and the model is not distorted anymore but the animation is not working now… anyway, i feel like i’m closer now to make it work, i’ll keep searching.
I experience the same issues. I just simply request exporter to export the fbx at 200611 fbx, and it works fine. I guess there are some bugs existed at the latest either exporter or 3dsmax fbx reader.
Also keep in mind that FBX 2011 is not backward compatible with previous versions of FBX.
A new version of the FBXplugin 2011.3 came out recently. There you can also export in previous versions of FBX. On mixamo.com we just switched to FBXSDK 2011 in order to be able to read all formats on input seamlessly but we still provide the standard FBX on download (not the FBX2011).
In general, if you don’t have the latest (2011) tools I would recommend FBX 2009.3, being that one a very stable release.