Why my object move when I play my animation

I hope someone could help because I really near the fall with this matter !
I 've try all the export option, and all the check box without succes.

I explain : I have create a univers with four space ship, in 3dsmax each is animated by is own animation.
I export in fbx (in 2009, cause 2011 don’t support animation export :confused: ) in my scene the first spaceship begin to move where I have place him, but when I clic play button the tree other are going far away (in the space…) I have try to attach then to an empy object (whitout success) did someone could help me, I musn’t be the only one with this problem… :confused: SOS

If you press play, all the animation will be executed, so if your animations involves ship’s translation (i mean, if you animate inside 3dmax that translation) … well, you will get see the ship’s movement.

Did you export the ships all thogether?.. i recomend you to do it separately.

Thanks for your answer Kokumo, but can’t help, I 've export all the animation and spaceship separates, and in fact the animation are well playing, but never on the xyz point I 've determine in Unity… when I play the animation, the tree object move in xyz and begin to play normally, but in the wrong place :confused:

Please Help, I can’t imagine that’s I’m the only one with this problem, I ve had the same in the past but it was resolve by the meaning of putting my modeling in a empty object… but this time it can’t help :frowning: have someone resolve definitely this kind of Unity bug ???

Could it be link to the meaning of contruction of the geometry ? The tree other spaceship were clone for the first one in max… but I have also made some reset xforme for each of the mod :confused:

Are the other three ships away from the origin in your 3DS MAX file? It could be the offset from the origin being applied again when the animation starts playing.

I will check this point…
(But their animations have been made in the same perimeter than the first one :./ )
I’ve try this morning to add this animation to a clone of the first spaceship in Unity, and the result is the same…

So it’s seem to depend more about the animation only than the type of the object or his hierarchy in Unity… probably someting with the fbx exporter and max animation proceed…

I check your Idea, and I’m back… I will find, but when ?

I get lost in translation… “but when” what? :smile:

I mean, I will certainly find a solution, but I don’t know when, I will find…

I would have appreciate someone could help me, but it seem that nobody use 3dsmax and Unity :frowning:

Yes, me :smile:
Now i’m at work… so i can’t help you at the moment.

Maybe you have a problem with names, tags or references, inside Unity.
I suggest you to test each ship alone… import one and test it, then remove it from the scene and insert the second one and test it… and so on.
Perhaps you find what is wrong.

You dont need to load max 2009 to export to fbx, just select fbx 2010 in the Fileformat rollup in the fbx exporter in Max 2011.