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Exporting Morph animation driven by Reaction Manager to .fbx...

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Message 1 of 4
Anonymous
1366 Views, 3 Replies

Exporting Morph animation driven by Reaction Manager to .fbx...

Hi there, I managed to run into abit of a snag and I'm not sure what the best solution would be.

 

What I'm attempting to do is export a Skin and Morph based rig to test out in Unity. The bone and morph targets come into Unity but the actual morph animation didn't. I checked the controllers responsible and it appears that the curves driven by the Reaction Manager don't get baked when exporting to .fbx.

 

Now I suppose I can bake them myself to something .fbx understands before export but I can't seem to find a way to simply take the animation curves for the morph channels and bake it down. 

 

Anyone got any ideas? I really would like to get Morph Targets working in Unity but this silly problem is preventing me from doing so. Smiley Sad

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Message 2 of 4
Anonymous
in reply to: Anonymous

Hm... okay, this issue seems to be more to due getting it to export morph target animation AT ALL. I tried it without the reaction manager and it still won't export. 

 

So, either I misunderstood something thinking I can export morph target animation or it just doesn't work. The bones animate just fine though. 

Message 3 of 4
paulneale
in reply to: Anonymous

Does Unity support morph animation now?

Paul Neale

http://paulneale.com


Paul Neale




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Message 4 of 4
Anonymous
in reply to: paulneale

It was recently implemented in Unity 4.3 finally but they don't really mention it as much as I would like. I think having blendshapes now is a pretty big deal.

Also, Unity seems to be abit finicky about blendshapes where sometimes only a few get imported and other times they all work as they should. I'm also seeing it cut the name off sometimes which makes it difficult to get it to work with Faceplus but that's a different issue.

So it could be Unity being flaky about it right now which should be expected with newly implemented features... still can't get anything out of Reaction Manager opposed to manually animating the morph target channels which SOMETIMES work.

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