We are currently evaluating Unity for integrating it in our realtime-3D-software pool. Unfortunately we only have limited time for that beside our project work - so excuse me if I am asking simple things.
I have exported a track vehicle including track animation from 3ds MAX to Unity. What I now would like to do is to use the track animation for the movement of the vehicle itself.
I have tried several things, added colliders to the track segments, made the vehicle a rigidbody … without success.
Can anybody give me an approach to solve this issue?
Hi, welcome to the forum!
The animation itself won’t power the vehicle. You can apply forces to the vehicle and move the tracks in sync with its measured motion (say using rigidbody.GetRelativePointVelocity). Another approach, albeit complicated, might be to reconstruct the tracks using rigidbody segments held together by hinge joints. You could then rotate wheel objects within the tracks and you should get realistic behaviour. However, this approach is likely to be a drain on performance so staging a mass tank battle with objects like this is probably not feasible 
Thank you for your answer!
In the realtime-3D-software we are currently using there is a possibility to update the collision hull for animated entities. Is there such a feature in Unity?
This might give us the possibility to use animated models for movement.
You can’t currently set the mesh collider to be updated automatically from the animation. You can only do this if you are animating the mesh yourself procedurally from a script.