For a fairly large mobil 3D project we have need to export thousands of frames or character studio rigged animation to unity.
It is known that FBX does not understand special transform controllers such as Character studio's so during export it "bakes" animation creating standard transform key on every frame. In our case it results in enormous number of keys (frames X bones X characters) which takes considerable amount of file size as well as eats up all the performance of the engine.
Any known solutions?
Is there any other then FBX way to export 3D max rigged character to unity?
I heard that CAT has better unity integration but i was not able to avoid baking animation as i was exporting it to FBX.
One method we tried is to export to fbx then import back to max (now /w keys on every frame) ,
then use reduce-transform-keys maxscript from scriptspot.com
to - but this script is very slow as it redraws the screen to show progress bar
also it leaks memory so when tried on our volume of keys it eventually crashes.
Anyone knows better (automated) way to reduce keys on large number of frames/objects in Max?