Hey folks, I'm up to my man-boobs in a VFX art test. It's software independent and I decided to use Unity, of which I have *a little* experience. That said, I need help!! :poly122: All I want to do is play an animation that I've created with 3DS Max in Unity. Literally, hit play and see the animation. Nothing fancy. So…
If it's just animating the bouncing of the grenade or something I probably would put it into the scene at 0,0,0 with no animation then parent it to an empty at 0,0,0 and then I would animate the grenade (child of empty) using Unity's own animation system. Never tried setting it up in 3d software before import though since…
Hey gsokol, thank you! I redid my animation, using a bone and voila it works! I'm still a bit iffy on the Root Node and will need to follow-up. If I select my bone as my root node, the grenade pops a rotation along it's vertical axis before animating. However, if I select 'grenade' which is the mesh (skinned in Max and not…
Pretty sure Unity doesn't accept vertex animation without some sort of plugin. Are you using a bone? I'm thinking you may actually need a bone with all the verts weighted to it instead of just linking the grenade to a node.
Thank you for your reply! That's an excellent idea. I've got the imported anim problem licked *for now* but will keep your suggestion in mind for my next animation/physics sim need!
Hey, thanks for your reply! No, no bones used. I'll give that a go real quick... I would think, however that my export that uses a parent node (that posses all the animation) controlling the child geometry, would be pretty much the same.