- Home /
The question is answered, right answer was accepted
3ds Max and Mecanim, spoiled animation
Hello guys. I making an animation in 3ds Max Character Animation Toolkit. But when i import that animation into Unity, everytime i have the same problem... Please, watch the video VIDEO VIDEO VIDEO
As u can see, the left foot is not normal. How i can fix it? Thanks!
Don't discri$$anonymous$$ate! Lots of people have gammy legs :P
Seriously though, I had this happen to a horse. I re-keyed the frames and all was fine. The first frame was missing the default position of the foot.
If your foot is moved by I$$anonymous$$ things like this can easily happen as a lot of key info is actually missing.
I am unfamiliar with the specific process in $$anonymous$$ax, I'm afraid. In Blender you would:
Select all bones (or relevant ones)
Select relevant Frame ($$anonymous$$eyframe)
Click $$anonymous$$eyframe button :)
Repeat for all keyframes.
I found this page. A link at the bottom mentions a Foot-pivot System. Do you have this going on?
Answer by OllyNicholson · Aug 06, 2014 at 11:05 AM
So to paste an answer in here from Meat5000 - and to expand on it:
Make sure your rig is symmetrical and does not need 'force t-pose'
Verify your exports
Check out the docs below for guidance
Use the Mecanim avatar to check your bones are all green
http://docs.unity3d.com/Manual/MecanimAnimationSystem.html http://docs.unity3d.com/Manual/Preparingacharacterfromscratch.html http://unity3d.com/learn/tutorials/modules/beginner/animation