I made an animated model of a scorpion with IK solvers (no bones) in 3D Max, but the animation doesn't work in Unity: Translation & rotation of the whole model works, but not the animation of legs and arms (IK solvers). I tried collapsing the IK solvers and baking the animation, but that didn't work.
Any thoughts ?
Answer by Paulius-Liekis
Dec 14, 2010 at 09:25 AM
Are you importing animation as max or fbx? If as max then put checkbox "Bake animation" on in Unity. If as fbx, then you have to bake animation in from max menu, or during export (during export is preferred).
Which Max are you using? Make sure to update to latests plugins (2011). You can always try importing your fbx animation back into max and see if it looks correct - if it does, then the problem is not on Unity side.
Thanks for your reply.
I tried both max & fbx file, alas... But I now downloaded the fbx2009 version (I use Max2008 and previously used fbx2006) and now the animation works. However, it doesn't play the animation fully, some frames at the end of the animation are missing... I tried a higher number for the endframe, but to no avail. Any idea what the problem could be ?
Yes, it's a know bug in Unity - it doesn't sample last frame. I hope this will be fixed in next release. At the moment you can either set wrapMode to ClapForwever or sample last keyframe manually.
Ok, thanks !
Answer by Jean-Fabre
Dec 14, 2010 at 04:10 PM
If baking anim within 3ds max doesn't work, you could try to add another layer in your rig so that you don't need the end effector animation at all.
When you bake IK anim within max, can you save as fbx and then open that fbx within max again, if the anim are ok then it's within Unity that the problem is, else it's within max.
Thanks for your reply. I downloaded the fbx2009 version and now the animation works, though there are some frames missing at the end.
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