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    <title>topic Morph and Skin fbx 3ds -&amp;gt; unity issue in 3ds Max Animation and Rigging Forum</title>
    <link>https://forums.autodesk.com/t5/3ds-max-animation-and-rigging/morph-and-skin-fbx-3ds-gt-unity-issue/m-p/8508081#M4575</link>
    <description>&lt;P&gt;Hi there.&amp;nbsp; I've looked through several posts about how to export fbx files from 3ds to Unity while preserving both the blend shapes and the rig.&amp;nbsp; I can't figure out why those solutions aren't working here.&amp;nbsp; When I try re-applying or removing the skin in the modifier stack, nothing changes in the fbx file and I've never seen the blend shapes in unity.&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;My goal is to have a skinned biped using Animator and also use blend shapes for one of the meshes that make the model (Eyes + Mouth).&amp;nbsp; I've tried exporting with&amp;nbsp;every version of the solutions but can't get it to work.&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;Any help would be very much appreciated, 3ds file attached.&lt;/P&gt;</description>
    <pubDate>Tue, 08 Jan 2019 17:22:59 GMT</pubDate>
    <dc:creator>Anonymous</dc:creator>
    <dc:date>2019-01-08T17:22:59Z</dc:date>
    <item>
      <title>Morph and Skin fbx 3ds -&gt; unity issue</title>
      <link>https://forums.autodesk.com/t5/3ds-max-animation-and-rigging/morph-and-skin-fbx-3ds-gt-unity-issue/m-p/8508081#M4575</link>
      <description>&lt;P&gt;Hi there.&amp;nbsp; I've looked through several posts about how to export fbx files from 3ds to Unity while preserving both the blend shapes and the rig.&amp;nbsp; I can't figure out why those solutions aren't working here.&amp;nbsp; When I try re-applying or removing the skin in the modifier stack, nothing changes in the fbx file and I've never seen the blend shapes in unity.&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;My goal is to have a skinned biped using Animator and also use blend shapes for one of the meshes that make the model (Eyes + Mouth).&amp;nbsp; I've tried exporting with&amp;nbsp;every version of the solutions but can't get it to work.&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;Any help would be very much appreciated, 3ds file attached.&lt;/P&gt;</description>
      <pubDate>Tue, 08 Jan 2019 17:22:59 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/3ds-max-animation-and-rigging/morph-and-skin-fbx-3ds-gt-unity-issue/m-p/8508081#M4575</guid>
      <dc:creator>Anonymous</dc:creator>
      <dc:date>2019-01-08T17:22:59Z</dc:date>
    </item>
    <item>
      <title>Re: Morph and Skin fbx 3ds -&gt; unity issue</title>
      <link>https://forums.autodesk.com/t5/3ds-max-animation-and-rigging/morph-and-skin-fbx-3ds-gt-unity-issue/m-p/8508093#M4576</link>
      <description>&lt;P&gt;Forgot attachment..&lt;/P&gt;</description>
      <pubDate>Tue, 08 Jan 2019 17:25:30 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/3ds-max-animation-and-rigging/morph-and-skin-fbx-3ds-gt-unity-issue/m-p/8508093#M4576</guid>
      <dc:creator>Anonymous</dc:creator>
      <dc:date>2019-01-08T17:25:30Z</dc:date>
    </item>
    <item>
      <title>Re: Morph and Skin fbx 3ds -&gt; unity issue</title>
      <link>https://forums.autodesk.com/t5/3ds-max-animation-and-rigging/morph-and-skin-fbx-3ds-gt-unity-issue/m-p/8519386#M4577</link>
      <description>&lt;P&gt;So I haven't worked on the 3dsMax -&amp;gt; Unity side of this pipe in a long time, and I only ever did it once for some early testing a while ago, but I did manage to get this. I don't know if this will help, but maybe it'll help put you on the right track.&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;This is the order I had my stack when I exported:&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;Skin&lt;/P&gt;
&lt;P&gt;Morpher&lt;/P&gt;
&lt;P&gt;Editable Mesh&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;(yes, I use Editable Mesh and not Editable Poly because I'm a luddite and I don't like change; I learned on Editable Mesh and so I stick to Editable Mesh&amp;nbsp;&lt;img id="smileyvery-happy" class="emoticon emoticon-smileyvery-happy" src="https://forums.autodesk.com/i/smilies/16x16_smiley-very-happy.png" alt="Smiley Very Happy" title="Smiley Very Happy" /&gt;)&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;And then, when you're exporting FBX, double-check that you have these checked:&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;&lt;span class="lia-inline-image-display-wrapper lia-image-align-inline" image-alt="Image3.png" style="width: 600px;"&gt;&lt;img src="https://forums.autodesk.com/t5/image/serverpage/image-id/590385i93EB1A57B7133328/image-size/large?v=v2&amp;amp;px=999" role="button" title="Image3.png" alt="Image3.png" /&gt;&lt;/span&gt;&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;In theory, that's all you need to do to get the Skin &amp;amp; Morpher to behave in Unity.&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;That being said, I should express a caveat that I came across, just for posterity's sake: Unity will only recognize&amp;nbsp;&lt;STRONG&gt;one&amp;nbsp;&lt;/STRONG&gt;Morpher per model. I can't remember which, but I think it only uses the bottom-most. So if you stack multiple Morphers to get around the arbitrary 100-morph limit (which I tried), prepare to be disappointed. Similarly, if you use multiple morphers to organize them, it won't work correctly in Unity.&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;</description>
      <pubDate>Sun, 13 Jan 2019 21:10:33 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/3ds-max-animation-and-rigging/morph-and-skin-fbx-3ds-gt-unity-issue/m-p/8519386#M4577</guid>
      <dc:creator>TheTrueKaiser</dc:creator>
      <dc:date>2019-01-13T21:10:33Z</dc:date>
    </item>
    <item>
      <title>Re: Morph and Skin fbx 3ds -&gt; unity issue</title>
      <link>https://forums.autodesk.com/t5/3ds-max-animation-and-rigging/morph-and-skin-fbx-3ds-gt-unity-issue/m-p/8521232#M4578</link>
      <description>&lt;P&gt;Thank you so much!&amp;nbsp; This totally helped! &lt;span class="lia-unicode-emoji" title=":slightly_smiling_face:"&gt;🙂&lt;/span&gt;&amp;nbsp; Plus, cycling through all the FBX export versions (2016/2017 ended up working for this particular case).&lt;/P&gt;</description>
      <pubDate>Mon, 14 Jan 2019 18:12:44 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/3ds-max-animation-and-rigging/morph-and-skin-fbx-3ds-gt-unity-issue/m-p/8521232#M4578</guid>
      <dc:creator>Anonymous</dc:creator>
      <dc:date>2019-01-14T18:12:44Z</dc:date>
    </item>
    <item>
      <title>Re: Morph and Skin fbx 3ds -&gt; unity issue</title>
      <link>https://forums.autodesk.com/t5/3ds-max-animation-and-rigging/morph-and-skin-fbx-3ds-gt-unity-issue/m-p/8522404#M4579</link>
      <description>&lt;P&gt;Glad to hear!&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;And yeah, all the different versions of FBX can definitely cause complication. Especially if you try to use FBX as the medium of choice collaborating between Blender and 3dsMax.&amp;nbsp;&lt;img id="smileyvery-happy" class="emoticon emoticon-smileyvery-happy" src="https://forums.autodesk.com/i/smilies/16x16_smiley-very-happy.png" alt="Smiley Very Happy" title="Smiley Very Happy" /&gt;&lt;/P&gt;</description>
      <pubDate>Tue, 15 Jan 2019 06:09:06 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/3ds-max-animation-and-rigging/morph-and-skin-fbx-3ds-gt-unity-issue/m-p/8522404#M4579</guid>
      <dc:creator>TheTrueKaiser</dc:creator>
      <dc:date>2019-01-15T06:09:06Z</dc:date>
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