Hi,
I'm testing out animation exporting from 3ds max to unity and come across some unexpected results. I've basically got a box which scales in size from 0 to 100 over 20 frames. But when I export it to unity and check the animation preview there is no animation. The weird thing is if i take exactly the same box and switch the key frames around so that it scales from 100 to 0 it works and I see the scale down to nothing as expected in the preview window.
Can anyone explain this or provide a solution? I've also tried skinning the box to a dummy and animating that but it doesn't seem to work either. I know unity can handle simple animations like this but I need a solution where I can animate in 3ds max and just export directly to .fbx without having to fiddle with anything inside unity.
Thanks!
Replies
I bet Max is storing the 100% scale first, then transforming to zero, before starting the animation.
Exporter on the other hand might he tossing the initial state. So it starts at zero, and tries to scale from zero. Which means zero x 100 = zero!
Just a guess though.
Just out of interest is there any difference between fbx exporters in maya and 3ds max? I'm guessing they should technically both do the same thing.
Should work better, since the mesh is stored in its "bind" pose, then scaled with keyframes.