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How do I save an animation in 3DS Max for import into unity?
Answer by Atnas1010 · Nov 04, 2010 at 10:11 PM
A google search led me to this link
http://unity3d.com/support/documentation/Manual/HOWTO-ImportObjectMax.html#bones
Exporting Bone-based Animations
There is a procedure you should follow when you want to export bone-based animations:
- Set up the bone structure as you please.
- Create the animations you want, using FK and/or IK
- Select all bones and/or IK solvers
- Go to Motion->Trajectories and press Collapse. Unity makes a key filter, so the amount of keys you export is irrelevant
- "Export" or "Export selected" as newest FBX format
- Drop the FBX file into Assets as usual
- In Unity you must reassign the Texture to the Material in the root bone
When exporting a bone hierarchy with mesh and animations from 3ds Max to Unity, the GameObject hierarchy produced will correspond to the hierarchy you can see in "Schematic view" in 3ds Max. One difference is Unity will place a GameObject as the new root, containing the animations, and will place the mesh and material information in the root bone.
If you prefer to have animation and mesh information in the same Unity GameObject, go to the Hierarchy view in 3ds Max, and parent the mesh node to a bone in the bone hierarchy.
Answer by Loius · Nov 05, 2010 at 02:51 AM
Don't export as newest FBX format, export as FBX 2009. 2011 and maybe 2010 don't work with Unity yet.
Unity 2.6 uses FBX SD$$anonymous$$ 2010.2. Unity 3.x uses FBX SD$$anonymous$$ 2011.2, so it has no problem with FBX 2011 or 2010.
Answer by E2R_Ben · Aug 13, 2012 at 04:51 PM
I use FBX exporter 2011.1 now with unity 3.5. I just tick the "bake animation" box and set the step to 1. That way my max key frames stay editable.
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