Hello Fellow Unity Forum Members!
I’m having a weird issue with the hands on my characters in my Unity scene when they play their animations.
This is what the hands look like when the animation is playing in 3DSMax 2011:
And this is what they look like when the animation plays in Unity 3.4.1f5:
I modeled and rigged the characters in 3DSMax 2011. The skeleton is a Biped and was rigged using the Skin modifier in Max. The vertices are all weighted properly and their are no problems in 3DSMax.
When I import the characters into Unity and they are in their default T-pose, the hands look fine. When I play an animation however, the thumbs on the hands will clip into the palms and the other fingers seem to increase their scale and look fat.
The character was exported from 3DSMax as an FBX containing the mesh, bones, and no animation. The animations were exported as separate FBXs containing only the bones and animation. All exports are at the same scale, so it is does not appear to be an issue of irregular scaling between exports.
Also, I’m using the latest version of the FBX exporter for 3DSMax.
If anyone has any insight as to what’s causing this I’d appreciate the help. This is for a work project that’s due at the end of the month, so I’ve got some time to get this fixed.
Thanks.