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Importing rigged animation into Unity
show user profile  herfst1
I can't seem to find a good tutorial explaining what I'm doing incorrectly, so any links or advice would be appreciated.

I've made a simple custom bone rig with a simple walk animation. I save as FBX with baked animation ticked. Import to Unity and my character looks like a cripple (i.e. arms, head, torso fine, but legs look like Timmy from South Park). I check the "take" preview animation and it looks all good but when I press play for the main screen nothing happens.

I have a strong feeling this is all down to bad heirarchy linking, or bad naming, but as far as I know my linking is correct (legs link to pelvis), and my naming is correct (all bones named logically). So... zzz.... don't know what's wrong.
read 710 times
8/8/2015 6:23:57 AM (last edit: 8/8/2015 6:24:44 AM)
show user profile  digs
the easiest way to see an animation when u hit play is to drag your fbx into the scene, Remove the Animator component, add an Animation component, and drag the Take 001 file from your fbx into the Animation slot of that new component
read 707 times
8/8/2015 6:43:19 AM (last edit: 8/8/2015 6:54:14 AM)
show user profile  herfst1
Cheers Digital3Ds, will try that in a bit (just need to run an errand). Will report back.

Any tips on rig hierarchy or naming (as, if it walks, it will still look like Timmy walking)?
read 705 times
8/8/2015 7:03:02 AM (last edit: 8/8/2015 7:03:12 AM)
show user profile  herfst1
Still not working.

read 698 times
8/8/2015 12:44:06 PM (last edit: 8/8/2015 12:44:06 PM)
show user profile  digs
read 683 times
8/8/2015 4:38:33 PM (last edit: 8/8/2015 4:38:33 PM)
show user profile  herfst1

I've gone through the manual, the onlly thing I can think of is scale. But that really shouldn't be an issue as it's only one model (though the scale dialogue gives a message saying... whatever it says).

The rig is comprised of bones, connected to dummies, linked to handles (shapes). Are the handles maybe to blame?

read 675 times
8/8/2015 9:12:06 PM (last edit: 8/8/2015 9:12:06 PM)
show user profile  digs
I can't tell if the animation in your preview window is broken or just a poorly animated walk cycle. Is that how it looks in max?

regardless, if you've tried what I suggested before, instead of trying to use mecanim, your animation will play in the viewport when you hit the play button.

If your question is instead "How can I get the character to walk when player input is detected", that's a completely different topic, and where mecanim comes into play

if it's still "this rig looks broken", i assume u have your rig setup as humaniod avatar deffinition... again, it would help to see the original max animation. For now, try switching to the legacy animation type and trying the Animation component instead of the Animator component (ie, my first reply)

basically, if you're trying to debug a number of different problems, best is to sort them out 1 by 1. so for starters, get the animation to run when you hit the play button, then worry about why its broken
read 671 times
8/9/2015 12:58:01 AM (last edit: 8/9/2015 1:17:13 AM)
show user profile  herfst1
Thanks for the reply. Didn't see the subtle wording difference between Animation Component and Animator Component before.

The animation is, literally, twice as good as it looked in the video, because the screengrab frame rate is half what it should be... but the animation is specifically designed for the game I'm making, so it's all good.

Think I know the reason for the error now: need to rotate the chap 90 degrees in max (which is a pretty dumb protocol IMO); also, possibly, need to set up as a t-pose (as said in the manual) which, if true, is just dumb as who does a t-pose these days?

P.S. I've seen videos using mecam, had never heard of it before. Is it industry standard for Unity? i.e. Is this something I should be using, or is creating rigs and animating them in max a workflow people still use (Unity people, that is)?

read 661 times
8/9/2015 5:14:12 AM (last edit: 8/9/2015 5:14:48 AM)
show user profile  herfst1
Bit more confused. As seen in the video below, the model is facing forwards in world space and its bones are nicely named. For this example I created a global shape at his feet to orientate him around (though it wasn't necessary since he was already created with the correct orientation).

The animation error still says "rotation error... maximum angle in degrees... distance deviation... percentages (as seen in previous post).

The animation preview for the hero has his feet on the spot. The take animation is correct though. The play button still doesn't play.

Basically, none of this makes sense to me.

[edit] forgot to show in the video, the animation rig is set to humanoid.
read 654 times
8/9/2015 9:53:46 AM (last edit: 8/9/2015 9:56:50 AM)
show user profile  digs
Mecanim is a very powerful animation state manager. It also has tools for re-targeting animations from one humanoid rig onto a completely different rig. ie, you make a walk cycle with this character, and use mecanim to apply that animation to a completely different character. For testing i typically do not use mecanim, but for anything else, yea. It's industry standard for sure

T-pose is very common for rigging and animation. If you ever really get into animation (motion capture, etc) you will see that basically every standard program or tool uses a "Full T" posing setup. In mocap, this is so the cameras can see every ball attached to the animator

So, in Unity, if you're using mecanim, you need t-pose because that's just how the program handles animation retargeting.. pretty common. (it also easier to skin to a Full-T posed character imo)

My naming convention goes as follows (for centered bones)

etc etc

and then everything else:

etc etc

everything ends up being children of BN_Hips_01

rotation and scale of the character do not matter when u export - unless theres something crazy going on under the hood (doesn't look like it from the video)

idk, if you want to send me the fbx of that character I can look at it
read 640 times
8/9/2015 7:18:50 PM (last edit: 8/9/2015 7:25:52 PM)
show user profile  herfst1
Excellent info. I'm completely shocked Mecanim can rig from one rig to another, that's brilliant.

I will go through the motions and see if I can get it working.

Also, thank you for the offer to check the FBX. Right now, I will first see if I can get it working (because you learn a lot from going through trial and error) but, as a last resort I will definitely take you up on the offer as I saw that game you did a while ago and you know your shit.

read 634 times
8/9/2015 7:29:49 PM (last edit: 8/9/2015 7:29:49 PM)
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