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Bones are visible would like them not to be :)
Im exporting from max 2011 using fbx exporter and importing into Unity3d 3.0 on mac. I am using regular max objects as bones. How do i set it up so that those bones are invisible. The animation etc seems to be working but i cant seem to hide those bones in unity.
Answer by MrKrum · Mar 21, 2012 at 06:44 PM
Or alternatively you can just do it the easy way, and just tick "Convert Deforming Dummies to Bones" in the Geometry tab of the FBX export dialogue. Job done.
Answer by MC HALO · Nov 16, 2010 at 04:21 AM
Ok this is what you have to do you need to make a simple script. I will give you the coding and you just make a simple java script and paste it into there. But before i go on to the coding try this way first. The object that you import should have children attached to it these are like arm mesh and Bones and etc. Click on the object you just imported from the hierarchy mode and click on each bone of your model, when you do that look in the inspector on the very top you will see a check box tick this box of and then the bone will go away. if this works do it for the other bones:)
Now the script:
var ArmBone : GameObject; //This line will make a public variable which will hold the arm Bone
// Now we want the bones to go away when the game starts so for that we use the //Start Function :)
function Start ()
{
// Now as you can see after the variable ArmBone you see some thing called "active"
// Now this is a GameObject class this makes object visible and Invisible
// the false means ass soon as the game runs the arm bone will become invisible.
ArmBone.active = false;
// You can make more varibles on top and give them all names for example
// LeftArmBone and etc all the bones basically and do the same for them
}
Now Make a New Java script and name it what ever you like and attach this script to the player mesh not the bones. Once you add it to the player you will see script attached to the player on the inspector mode. You will notice underneath the script you will notice empty lines it should say "ArmBone (GameObject )" Now what you have to do is click on the line and a menu will pop up from the menu look for the players arm and attach it to the public variable. I hope this helped you :)
Answer by Matt-Ostgard · Jul 23, 2012 at 07:14 PM
It seems the "convert geometry used as bones" option has disappeared in the latest version of the FBX exporter. Apparently what you are supposed to do now is:
1) Select the objects you are using as bones
2) Through the main menu bar go to "Animation" > "Bone Tools..."
3) In the Bone Tools dialog, under the "Object properties", check "Bone On"
4) Now Reexport your model and the bones should be invisible.
Answer by GeorgeAmos · Dec 16, 2013 at 07:41 AM
Export to FBX 2013 format from 3DS-MAX 2014:
I checked the check-box "Convert Deforming Dummies to Bones" in the Geometry tab of the FBX export dialog.
Still the same, the bones are visible (in Unity 4.3.1)
then I tried Matt Ostgard solution:
I selected all the bones and dummies and IKs using "Select by Name" from the tool-bar (the fifth button on the toolbar, with the arrow cursor and a list of horiz lines as icon)
select "Bone Tools" from "Animation" menu
tick on the check "Bone On" in the "Object properties" section of "Bone Tools"
It worked! Thank you Matt!
Answer by glennnn · Dec 08, 2014 at 05:23 AM
Make sure your mesh you are using as bones is set to 'bone on' in bone tools under Animation tab in max
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