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Question by Alain · May 17, 2011 at 08:57 AM · fbx3dsmaxmotioncapture

Importing Motion Capture Data into UNITY

Hi All

I have exported my scene in 3ds max as an .fbx this is including character mesh and biped rig with motion capture data attached

When imported into unity, the character is looks great in the starting tpose, but as the motion continues, the hands stretch out and are offset from the body.

I have no idea why this is happening and with a deadline tomorrow, this is driving me, and my group absolutely mental

help asap!

Thanks in advance

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avatar image SisterKy · Jul 14, 2011 at 11:54 PM 0
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retagged 3ds, max to 3dsmax. Greetz, $$anonymous$$y.

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Answer by Jean-Fabre · May 17, 2011 at 09:13 AM

Hi,

Have you imported successfully other fbx with similar set up before?

Have you reimported the fbx in a fresh max scene and see if it runs ok? just to make sure it's not the fbx that is in cause.

have you checked the scale of your model? this might be linked, if not set to 1, then test it with the scale back to 1. Make sure parents are not scaled as well.

Also, have you played with the fbx importer settings in Unity? it has a lot of options for animations. Generation setting, bake, etc etc. also play with the Animation compression, maybe 0.5 is too high for your anim and set up

Bye,

Jean

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