Hi, Everyone.
This is a problem that has been recently discovered, discussed with the developer from MegaFiers themselves - at length, and seemingly fixed with a very recent update to their plugin on 26/01/13 following our interaction. Notably a fix to the plugin to detect:
“…[an] odd pivot offset happening possibly due to the flex modifier, [it has been] rewritten [to correct the] point cache vertex remapping system to attempt to detect such offsets and adjust the data for it.”
However, I am still unable to get it to work using my tools/versions of 3DsMax 2013/Unity 4.0.1f2 (non-pro).
I will try to describe the problem, give a few hypotheses, and finally summarise.
Background:
We needed to import a very simple mesh with an animation from Max > Unity. Upon research we found that Unity does not support many of Max’s modifiers, in particular vertex animations, unless (to my knowledge) the meshes are boned, or are aided by a Unity plugin involving point cache files.
Please watch the YouTube video here to make the method I used below easier to understand.
The Problem:
We followed the video to the letter, however, at the point of loading the pc2 file no green/yellow Gizmo appears, nor does the ‘Memory:’ at the bottom of the Mega Point Cache rollout. Therefore the point cache file does not seem to load and thus we get no animation.
I used a simple box to test the plugin (Param: 50,50,50 - L:5, W:5, H:5):
- Create box in 3Ds Max,
- Add twist modifier, twist 180* at Frame 100,
- Add Point Cache modifier,
- Click ‘New…’, select/create a pc2 file,
- Click ‘Record’,
- Export ‘Box001’ as .fbx,
- Create Unity scene,
- Import box .fbx (Uncheck Optimize Mesh - as recommended by MegaFiers dev),
- Add Box001 to scene,
- Add ‘Modify Object’,
- Add ‘Point Cache’ (leaving Mapping Adjust unselected ),
- Click ‘Import PC2’,
- Result = no animation loaded, no ‘Gizmo’ appears.
Hypotheses:
The pc2 file was sent to MegaFiers for testing - which worked. Therefore we can [99%] rule out a pc2 file problem.
Our .fbx file was sent to MegaFiers also, however, it did not work when they tested it:
“… [the] fbx file does not work right, something about it must be confusing Unity on importing, try my fbx and see if that works. If it does then there must be some setting in your fbx export that upsets Unity on import.”
I have also tested their .fbx, but with no success.
Summary:
We need to import a very simple mesh with vertex animation from Max > Unity, preferably using point cache files (pc2). We have the MegaFiers plugin that we wish to utilise. After a lot of correspondence with MegaFiers devs we can assume that the plugin now works following a recent rewrite of their plugin, but the specific conditions are as of yet unidentifiable. It works for them, but not for us under seemingly identical conditions.
Thank you in advance for your input.
Tom (3D Artist/Animator/Modeler)