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Question by harrowglow · Mar 28, 2020 at 02:27 PM · smooth3dsmaxblend tree3ds max

3ds Max CAT to Unity Workflow

@theANMATOR2b @Cherno @glennnn Hey I've seen you have been really helpful with posts on here and was wondering if you could help me please.

I'm creating a simple game in unity where the player can move around a ball, and a 3d character will follow it.

I am using 3ds max to rig the 3d character with the CAToolkit. Is it ok to use the pelvis bone as a root in Unity? When using motion layers this pelvis bone can move around in all directions is this an issue? If I use the CAT motion layers to create pre made walk cycles and run cycles, and mix these with manually keyframed turns, should I make sure all the animations are on the spot? There is a walk in line option on the cat motion layers, but I am unsure if it is good to use this option? Really I just want to avoid foot slipping. For each animation sequence(walk, run, attack) should they all start from the idle position and transition into the movement for smooth blending in unity? Or does it not matter the starting position being different on each animation sequence? It would be so helpful if you could please just give me a general workflow overview of using CAT motion layers with keyframed movements and getting them into a unity blend tree working smoothly.

Thanks in advance. SHarrow

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