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Imporing phase animation from 3ds Max
Dear All,
I am working on a project that has a building phase construction in 3ds Max (something like this one http://www.youtube.com/watch?feature=player_detailpage&v=vc4_5M1rhFg&t=66 )
What I would like to do is the following, Import the whole model (there is also the environment with gray building blocks) including the phasing animation and control the speed of the animation to view it with rotating camera which is also controlled with my scripts. I have tried to import it with the normal pipeline to import fbx files in unity. The 3ds Max animation of the building construction has about 3,000 frames with lots of details and things going on inside the construction.
Thanks in Advance!
What is your question exactly? What do you want have done in max and what in Unity?
With max: export all the 3,000 frame animation of a building phase construction as an fbx. With unity: import the fbx but showing it being constructed like the one in max with the phase animation, when I use the $$anonymous$$ain Camera I see the phase construction.
Thanks in advance
I don't think max-unity exports through fbx support transparency animation or even hide/show animation. So you should make your modelling in 3dsmax and do all the ti$$anonymous$$g, as well as the hide/show and transparency fading in Unity.
The animation i have does not use transparency at all, ins$$anonymous$$d it uses slices to unhide the different planes and slabs that are portions of the building.
Okay, but as far as I know, the standard max fbx exporter does not export ti$$anonymous$$g for activating/deactivating the renderer or each object, only mesh/node (read vertex displacements) changes. You should handle that ti$$anonymous$$g in scripts in unity. Through a coroutine.
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