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3ds Max character's bip01 and Unity

Should a characters bip01, created from bones or biped in 3ds max, to be used in Unity 3d, be hidden in the layers, renamed to rootJoint or left as is before being importing into unity?

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  • monster
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    monster polycounter
    You don't have to do anything. You can just export that way.

    Though, I usually create a Dummy or Point object at zero on position and rotation, name it BoneRoot, and then parent Bip001 to that.
  • spacefrog
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    spacefrog polycounter lvl 15
    I usually create a Selectionset containing only the required parts of the rig (plus the geo). For example, you can skip all the "xxxNub" endpoint helpers. Then i use "Export Selected". As i work mostly for mobile this might give you a bit better performance, because Unity has lesser nodes to handle during runtime
  • outer
    Cheers for the replys guys, yea the main reason I ask is because after setting up my animation controller, with just an Idle animation cycle and my base avatar geo, when I pressed play the character increased in size by like 500% - so yeah just trying to figure out why thats happened. Also thought it would help to identify the Root Node more clearly.
    For example, you can skip all the "xxxNub" endpoint helpers. Then i use "Export Selected". As i work mostly for mobile this might give you a bit better performance, because Unity has lesser nodes to handle during runtime
    My friend who creates the animations for our project dose a pretty clean job, theres no nubs or helpers, just the bones. Thats a pretty good idea tho If we do ever start using helpers and such. I like it, nice an clean.
    Though, I usually create a Dummy or Point object at zero on position and rotation, name it BoneRoot, and then parent Bip001 to that.
    If you dont mind me asking, why do you do this?
  • Vailias
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    Vailias polycounter lvl 20
    Outer: The general reason for having a dummy as the skeleton root with zeroed transforms is so the entire body can be animated while having a static point of reference in the scene and exported animations.

    So you can animate a "flailing falling backwards" animation or somesuch, and the character will always fall backwards locally rather than suddenly jump position and rotation, or fail to actually move at the hip in game.

    Another benefit is you can move the whole character through an environment or at a speed, and animate the proper body movement, then just remove the root motion keys while retaining full body animation at proper rate for use in game, where the character motion is handled separately from the visual animation.
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