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Question by sepharih · Mar 28, 2012 at 09:31 PM · 3dsmaxfbximporterbiped

Unity changing biped hierarchy on import

I am attempting to export characters and animations to unity using 3d studio max biped and having some trouble with the hierarchy. When I have exported a character file with geometry and I take a loot at it in the project window, and look inside the file it shows a list like this:

"humanmale_01"

bip01

"humanmale_01_mesh"

however, when I attempt to export a character animation without the characters geometry I get the following:

Bip01 Footsteps

Bip01 Pelvis

"walk"

For some reason when unity exports the animation it seems to be ignoring the root and only imports the hierarchy underneath it. This is extremely problematic as it appears to make animations without the goemetry or something else besides the biped root (like a point helper) unplayable with the character files. Can anyone shed light on this?

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Answer by Jackrabbit82 · Jul 30, 2016 at 10:28 AM

it's the same thing with any export, for example if you export a scene with a bunch of object in it the import file, is a null object with your assets in it. So when you export your biped with a dummy root it get trashed as if it was the import file itself. kinda messy but to fix this you add another dummy object on top of your Root.

This is an extremely old post you probably figured this out by now, but i answer anyway ;) maybe it can save some time to others haha :P

Cheers

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