I'm having problems exporting a walk cycle to Unity3d via FBX. It's a custom skeleton rig with IK feet & it looks fine in 3ds Max.
However... in the FBX viewer the skeleton animation is playing correctly, but the mesh (deformed by the skin modifier) isn't deforming properly - legs & feet don't move, the upper torso is angled correctly. It's almost as if the skin modifer is switched off but the mesh moves with the hips.
I'm using the default FBX export settings(2006.11.1) Am I missing a setting on the export somewhere or do I need to fix something in Max?
Solved! Go to Solution.
Solved by GhoulFool. Go to Solution.
I've boiled it down to it's rudimentary nature in a simple test - deforming a cylinder. Please see attached files, if anyone so inclinded wants to take a look at it.
It seems that IK Solvers are not supported by FBX at this level.
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