Hi all! This is my first post on Polycount, sorry if I miss something (and also for my english).
So I have a problem to export my animation to Unity,
This is a walk animation where the hand of the model should stay at the same position.
I will try to explain with a few images.
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This is my hand in 3ds max, they stay in the same position all the time but when I export it in Unity, the hand move
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I try to bake my animation, to link hand to this cube linked on a fixed root that I have created (it is not a extra joints of a biped) but nothing work.
I don't know what to do... I am missing an option in Unity or 3ds max?
Replies
P.S. - I would set this up with IK handles in Unity. It will make the arms move naturally while still holding onto the cubes.
I already try the "Keyframe Reduction" to "Off" with no result ...
( for the rig option I'm in legacy mode / Generation: store in root)
For the second solution, How do you set up IK handles in Unity?
It actually works!
I set planted key at the beginning and the end of the animation with maximum tension in 3ds max,
I export my fbx with bake,
Inside Unity I go to the animation tab > Anim.compression: off
Thanks again for your help
Hope it can help someone else
IK handles https://docs.unity3d.com/Manual/InverseKinematics.html