So I’ve got a rigged / skinned / animated base character model which I am trying to import into Unity, but I’m encountering some . . . strange things.
I exported my model using the FBX exporter (version 2013.1) and with the preset “Autodesk media and entertainment.” When I imported my model into Unity, I changed the animation type to Humanoid in the Rig tab, hit apply, and got a check mark next to the configure button, so I assumed everything was ok.
Then I tried playing the animation I made, but the hands were moving in ways not humanly possible (in ways not possible to move using the biped in 3ds max, for that matter). So I go back and hit the configure button under avatar definition and this is what I see:
Just as a point of interest, I’m using the biped that 3ds max provides, but I’m using twist links to help the forearm deform more naturally when the wrist twists and I’m using knuckles instead of a single hand bone. I’m not sure why either of these would be an issue, but since they’re right next to the problem area, I thought I’d mention it.
It also looks like the 3rd twist link (between the wrist and grey twist link) is missing in the scene, though you can see that it’s there in the hierarchy.
This is my first time using Unity 4 (albeit not my first time using Unity), so even if a suggestion seems obvious, please post it just in case.
I believe I’ve found the cause of the problem, though it’s not really a solution. 3ds max assigns the forearm twist links to be children of the UPPER arm, NOT the forearm. I tried correcting the hierarchy in Unity and the the model works as it should, but to do so I had to break the Prefab connection and mark the animations as legacy.
I know of no way to adjust the built in biped bone hierarchy with 3ds max. Is there some way I can do that, or some way I can change it in Unity without breaking the prefab connection?
If worst comes to worst I just re-rig the model without twist links, but that will make the wrist movements look bad.