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3ds max Morphed animation to unity not working
I created cartoony eyes and morphed then in 3ds max, so that he opens and closes his eyes. It also has a skin to it so that the entire set of eyes can be animated seperatly from the body etc.
However when I import the asset into Unity the morph is working poorly. Only one eye opens and closes the other keeps being closed..... I tried importing the eye that works (Excluding the one that doesn't), however this resulted in the morph not working at all (eye keeps closed).
does anybody know why my morphs aren´t working properly?
Answer by Darth-Zoddo · Mar 13, 2017 at 11:45 AM
I fixed it! I opened the asset in Max2017 and exported it to unity. In unity it works fine now, seems like it was an issue within Max2015.....
Ah - yes, the default exporter in $$anonymous$$ax2015 isn't the best. If using 2015 in the future drop down to fbx 2012 exporter in the export dialogue box.
it's weird because when i export with 2017, i use the 2014/2015 FBX exporter.... it's actually it's default setting in the export settings....
Answer by theANMATOR2b · Mar 12, 2017 at 06:25 PM
In Max what does your modifier stack look like?
It should be
Skin
Morpher
Edit/editable Poly
If this is correct - is the eye that isn't working a symmetry object or mirrored separate object possibly with a negative scale value? Right click on scale transform button in the menu bar to check. The scale values should read 100, 100, 100 -- instead of any other value. -100, 100, 100 will require a reset xform.
i already fixed it by exporting it with max 2017 ins$$anonymous$$d of max 2015
I said - in the future if using 2015...
In case you are ever working in 2015 and don't have access to 2017 for any reason, export with fbx 2012.
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