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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.