3D max to Unity IK position problem,Unity vs. 3D max - IK position problem
Hi Guys, its lot of questions here, about importing issues from 3D max to Unity, but i cant find answer to my problem.
I have a humanoid character with animation made in 3d max - BIPED system. When i import it into Unity i see bad positions of hands and foots and it seems like there is no IK locks from 3D max.
Animation - Character lying on the ground and then go to stand position. Character uses hands for helping to go to stand position and of course legs.. Animation starts in Tpose and everything is OK in that position. Last frame, when character is standing is OK too. But:
.....in the middle of animation - hands and foots should be locked on the ground in some frames (from 50 to 100 for instance), but it didnt....
Believe me, i tried every possible variation of export from 3D max and in Unity, import settings too. Preserve hierarchy,, compression, import checkers, mask definition...
So where is the problem? 3D max export settings? Unity import options?
Can somebody help me please? Thank you very much for any post and pictures.
Your answer
Follow this Question
Related Questions
Animations Are Not Working When Importing From Blender! IK rig?! 1 Answer
Does changing multiple sprites on a single animation affect performance? 0 Answers
Animations unwanted movement and rotation after updating 0 Answers
The weapon rotating slower than the torso of character when using IK to attach weapon to hands 0 Answers
Why can't a Timeline key frame contain zero Position values? 2 Answers