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Question by Ryu3381 · Jul 05, 2013 at 08:48 AM · animation3ds max

why does the animation looks different when imported into unity

i have some keyframe animation that is from 3ds max's biped, when imported into unity with the Humanoid Rig type and Anim Compression Off, the animation plays different on the arms, anyone know what's the problem? thanks

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avatar image killer-zog · Jul 05, 2013 at 09:18 AM 0
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problem could be the exporting from max, i also use man but never have this problem!

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Answer by MiraiTunga · Jul 06, 2013 at 06:08 PM

try changing the root motion options also make sure when you export your animation you are exporting the whole animation not just one layer i suspect its to do with the layers in 3dsmax especially if u have more than one ..i have had a similar problem before and the issue was with layers

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Answer by Nathanieljla · Apr 19, 2014 at 12:51 AM

This reminds me of a situation I had years ago (not with Unity) where some of my twist bone's animations were ignored on export, causing the arm rotations to not match what we had in Max. I use to parent my twist bones "inline". so, upperarm -> upperarm_twist1 -> upperarm_twist2 -> forearm -> forearm_twist1 -> forearm_twist_2 -> wrist. Maybe that's the same issue here?

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