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Question by tobor · Aug 01, 2013 at 05:11 PM · animationbonesstretch

Bend and Stretch bones can cause issues??

I am fairly a newbie with unity and mecanim. I am developing an animation in 3D Max and I wish to use "Bend and Stretch" (CAT) on my rig so that I can have my character move in a cartoony fashion. Will this create problems when I import rig and bips in mecanim?? Has anyone found problems with this?? Can please be pointed in the right direction ??

Many thanks !

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Answer by E2R_Ben · Oct 06, 2016 at 02:04 PM

Hey! I know you posted this 3 years ago, but i just figured it out, so thought id reply, just in case someone comes here searching for the answer as I did.

Im using unity 5.4 and max 2016.

Firstly, you are not going to be able to use mechanims humanoid system with this. Your rig will have to be "generic". Personally I didn't find that too much of a problem, as I animated my cat rigs with local + layers which I could copy between other characters of different shapes and sizes (that shared the same rig structure). Then exported custom animations for each character into unity.

Secondly, your bones will have to come into unity in a flat hierarchy, ie they are all children of the root. This is so the scaling doesn't affect the children. This may affect some unity side stuff you might want to do.

So, to actually set it up:

  1. Create your CAT rig, however you want it.

  2. Create an object (it doesn't matter what object type it is really, can be a helper, mesh, bone ect) in max for each bone you want to export to unity, you don't have to have a bone for every bone in your rig, just the ones you will skin to.

  3. align these new objects (I call them unity bones) to the cat bones.

  4. Use link constraint, and constrain each unity bone to the CAT bone

  5. Skin your mesh to the unity bones

  6. Animate the CAT rig however you like

  7. Export the Skinned mesh and unity bones as an FBX. Ensure you bake the animation in FBX export dialoge (it may work without, but I havent tried it).

  8. Import the FBX, and use generic animation.

Hope that works for you.

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