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Question by bayernsa · Oct 09, 2014 at 10:53 AM · animationfbx3ds max

Export from 3DS Max 2015 to unity 4.5.1 (animation)

im a beginner in all this so please bare with my ignorance. ive modeled a sperm in 3ds max, with a sphere and a cone (as the tail), and used the bend modifier and keyframing to animate the object. ive exported (into unity as a fbx) trying all the suggested things i could find on the net to get the animation working on the net. when its in unity i get 'no animation data available'. what i wanna do is get the animation working continuously in unity.

(BTW i tried changing the rig to legacy in unity to no avail)

any help would be greatly appreciated. thanks in advance.

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Answer by OllyNicholson · Oct 30, 2014 at 12:04 PM

Hi - Unity only supports bone driven or Morpher animation. This means you need to create a skinned mesh in Max that is driven by keyframes on a bone skinned to your tail. Alternatively you could try using blend shapes (Morpher modifier) but we'd recommend bone driven animation generally for this kind of use case. There will be countless tutorials on-line in regard of rigging and animating a mesh in Max and although we do not provide technical support for Max directly, essentially you need to:

  • Create a selection of bones to fit in the tail;

  • Create > Systems > Bones

  • Position inside your mesh

  • Select Mesh > Edit > Modifier > Skin

  • Bones > Add > Select the bones from the Dialogue

  • Edit envelopes, to assign influence over the mesh

  • Animate bones

  • Export

And here are some resources regarding animation Unity, to help you along the way:

http://docs.unity3d.com/Manual/MecanimAnimationSystem.html

http://unity3d.com/learn/tutorials/modules/beginner/animation

http://blogs.unity3d.com/2014/04/14/turn-your-character-into-a-player/

Goo luck and have fun!

Unity Support

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