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3ds Max. Why clothes lose their simulation after importing to Unity?
So finally i learned how to make clothes on character and then BAM! After beautiful simulation, in assassin creed style coat,i made exported the model with walk animation on it. When i played it in unity, model moved as animation is set, but coat was still and didnt move at all.. I was so sad and angry :( So is there any solution in 3ds max in export settings or in any way? I searched google, people with same problems mentioned smth like baking cloth simulation to bones? Any idea how it works? A tutorial would be appriciated. Thank you in advance! Hope to get it work :P
I don't have a tutorial, but yes, you would have two general choices. Either bake the cloth to bones, or you can have Unity do it's cloth simulation, which can be good(though probably not as good as max).
You can't :(
Unity doesn't support baked vertex animation, you'll need to find a workaround : http://answers.unity3d.com/questions/9734/how-to-get-vertex-animation-into-unity.html
I know there's megafiers for such stuff, but its 150 dollars,and its too much for me. Tried in2Unity asset also, didnt work for me. And im not that good at code, to code vertex animation for my own =/
Answer by Cherno · Nov 03, 2014 at 02:27 PM
I don't know how you plan to apply your clothes to characters, but one way that works is to add the bones that are also used for the character's body to the clothing's skin modifier, weigh all vertices of the clothing, and export it, and then use a simple script to make the character "wear" the clothing model by exchanging the clothing's bone strucutre with the one from the character.
http://answers.unity3d.com/questions/44355/shared-skeleton-and-animation-state.html
http://answers.unity3d.com/questions/668332/weightless-bones-dont-get-added-to-skinnedmeshrend.html
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