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When I export CAT bones from 3DSMax as FBX they are imported to Unity as Meshes

Iron5nake
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Iron5nake polycounter lvl 2
Hello!

I've been having this problem lately when importing my CAT animations from Max to Unity. I've been following Milos Cerny's tutorials so far (https://youtu.be/V2rJh66-VyY) but I'm not sure bout  which step I'm missing to do this correctly. I know his tutorial is for Unreal, but I'm pretty positive that it should work for Unity too(?)

My procedure:
- I've selected the Model + CAT Bones and not the CAT IK platforms or triangle, then I've exported them as FBX without animation (SM_BeetleQueen)
- After doing the animation, I've selected only the CAT Bones (no IK or triangle) and exported them as FBX with animation (A_BQWalk)

My results are that SM_BeetleQueen is imported as the desired model+ all the CAT bones as individual meshes instead of regular bones, and A_BQWalk is just a full set of meshes. I've managed to make the animations work in Unity, but the project ends up full of random tiny meshes, and it doesn't really seem good.

3DSMax view of model + CAT bones (SM_BeetleQueen):


3DSMax view of CAT bones (SM_BeetleQueen):


Unity view of (SM_BeetleQueen):



I've read in another forum post that if I activate CAT Characters as HIK ( https://gyazo.com/2e4a0ebc4ffcf3c7827ca0e380850050) this should be fixed, but I only manages to not import a few meshes (I'm not sure if it's a coincidence, but all of those meshes are Tail bones, except the bones for head and jaws), as show in the following picture:


Replies

  • danr
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    danr interpolator
    There could well be a proper export workflow (I don’t really work with cat) but you could always just multi-select the bone objects in unity and remove the mesh filter/renderer components, which will have the same end result as a ‘proper’ solution. Everything is just gameobjects with different components applied at the end of the day 

    Also when exporting anims, you don’t need to faff around trying to export just the skeleton. You can export the lot, and choose whether to use the mesh on the import settings. Or don’t even bother with that, all you need from the import is your anim clip, which will be there regardless of what you import.
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