I am trying to export an animation I did in 3ds max into unity. The problem is the animation does not appear correctly in Unity and some of the bones don't even start in the right place. The animation also appeared incorrect in Autodesk FBX review. Does anyone know how to fix this? I am including the fbx and 3ds max file for download.
in the attachments I have also included pics of what the correct starting and ending frames of the animation in 3ds max and the incorrect starting and ending frames in unity with red arrows to show the problem areas.
I did reset xforms on my model but I did also use the mirror tool on my bones. Does that mean I have to do the skinning and animation over again? Sorry, this is my first time trying to import a rigged model into a game, so I really didn't know the process.
Specific to your situation, don't use the Mirror tool in the main toolbar in Max. This will negatively scale those bones, which most game engines do not support.
Replies
I'll start with the obvious questions... did you Reset Xforms on the model before rigging it? Have you used the Mirror tool on your bones?
I did some searching, it's amazingly difficult to find the info that is specific to the pitfalls with rigging for games.
Here's some info worth reading. It's for Maya but the same principles apply with Max and Unity.
https://sites.google.com/site/mayariggingwiki/rigging-notes/game-rigging
We also have more info here
http://wiki.polycount.com/wiki/Rigging
Specific to your situation, don't use the Mirror tool in the main toolbar in Max. This will negatively scale those bones, which most game engines do not support.