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I'm trying to export a file for use in Unity (attached below), which consists of a number of simple shapes each skinned to a single bone of a biped rig. An artist's mannequin, essentially. When trying to export it, I get the "Gimbal Lock Exists" error, which I'm trying to solve with the walkthrough on this post: https://forums.autodesk.com/t5/3ds-max-animation-and-rigging/warning-gimbal-lock-exist-error-after-c...
Unfortunately, the behaviour of my object doesn't match the walkthrough, which I suspect is because I'm using multiple meshes on the same skeleton. To get around this, I'd like to convert my multiple meshes into a single mesh, while keeping their rigid skinning to biped bones. I'm not sure how to go about doing this, and would appreciate any assistance possible. Thank you!
Solved! Go to Solution.
Solved by silentboof. Go to Solution.
It's easy. You just need to clone all those single parts and attach them together. Now you have all those separated parts with skin data plus a new whole object you just created.
Apply a skin wrap modifier to the new object and add all those separated parts to skin warp list. It may take some time to calculated depending on segments of the meshes. When calculation is done use the convert to skin option in skin wrap modifier and done!
Using this method you actually map the skin data from one object to another.
hope that helps
ciao
Thank you for the answer! When you say "attach them together," which method specifically are you referring to?
I meant turn them to mesh or editable poly and use the attach option to make all the objects into one single object.
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