Bones are transformed differently after exporting to FBX for Unity

Bones are transformed differently after exporting to FBX for Unity

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Bones are transformed differently after exporting to FBX for Unity

Anonymous
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Hello,folks! I'm a total beginner in 3ds max and I am trying to import a rigged character with simple animation to unity,but when I export the fbx one of the wings of my bat model is moved and probably rotated in a weird way and my animation looks crazy. I tried resetting the mesh trajectories,but got no luck.I think it might be because I moved the mesh and the rig around and probably messed the pivots,but I'm not sure how to match them.When I reset the pivot my mesh moves away from the rig. I'd really appreciate any kind of help.Here are some screens and my work file:

bat1.pngbat2.pngbat3.png

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ads_royje
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Hi,

 

this seems to be odd indeed  😞

I've loaded your scene and saw a few problems in there.

Unfortunately I do not have the original skinning pose in your scene, so harder to fix.

 

- The mesh should not be animated in rotation

- The mesh pivot should be centered in x and y and z should be on ground, between the feet.

 

In the attached video you'll see steps to do to get all fixed.

 

You'll need your master scene, where you have the mesh and bones in the Skinning pose.

From your animation scene, that you provided, select bones and use the Animation > Save Animation

Once you're done with the following steps you can reload the animation on your fixed file.

 

To fix your mesh, from your skinning bind pose

. Select the mesh and do Tools > Snapshot.. ; rename to base mesh or something similar

. Select Morpher and set your first target to 100% (You need to retrieve your target shapes

. Tools > Snapshot, rename copied mesh to your Target Name

. Set your first target in Morpher to 0% and now set the second to 100%

. Tools > Snapshot...

. do the same for all your targets, so you have them all as a mesh

. Now select all your new copied meshes, the base and all targets copies

. from Hierarchy Panel > Adjust Pivot > press Affect Pivot Only

. Set all meshes pivot to Center using the Transform Type-in (with multiple selections you can right-click on the sliders to set them to 0.0)

. exit the Affect pivot mode

. from Utility Panel, select "reset x-form" > Reset Selected

. from Utility Panel, select Collapse : Output Type > Modifier Stack Result ; press Collapse Selected

 

Now all your meshes are Centered to the World

. You must rebuild your Morpher, by repicking all your targets

. you can copy Skin modifier from your original mesh

. make sure your bones are aligned inside your new base mesh and copy the Skin modifier on top of your new base mesh

. You should see the skinning going a bit beserk, that is expected > In the new base mesh Skin modifier > Advance Parameters >  Always Deform >> Turn in Off and On again. This will re-initialize Skin.

 

Save your new master skinning scene.

 

Save a new Max animation scene,

. select your bones

. from 'Animation > Load Animation' back to your bones.

 

You should now be able to re-export you new fixed mesh and your new animation in the game engine.

That should fix all issues.

 

The attached video goes into steps to do this.

 

The issue from your screenshot inside the game engine displays an discordance between the mesh character and its animations. They should all be coming from the same original master bind pose scene.

- Master bind pose max scene > export to game editor your character

. this file should be centered to the world, mesh feet on the ground, mesh pivot x,y,z set to 0.0 , 0.0 , 0.0

. the root bone [pelvis] has x,y set to 0.0 , 0.0 and its z height set so it matches the mesh standing on ground 0,0

- Master bind pose max scene > save as max file copy to animate

- Animation max scene > Export animation to game editor

 

Start each animation scene from your master bind pose scene.