Author
Released
10/18/2013- Setting pivot points
- Using standard naming conventions
- Setting the root node
- Position object for export
- Exporting the animation
- Testing the animation in Unity
- Setting states and transitions in Mecanim
Skill Level Intermediate
Duration
Views
- [Voiceover] Hi I'm Adam Crespi, and welcome to Animating for Unity 3D in 3ds Max. In this course we'll look at moving animations from 3ds Max into Unity. We'll explore the three different rig systems: standard bones, Character Studio, and CAT objects. And we'll get them all into Unity reliably. Along the way we'll look at what animations go in and what don't. We'll introduce Macanim. And we'll provide ways to verify the animation.
To make sure it all came across, and to split it into clips that we can call in states in Mecanim. Now let's get started with Animating for Unity 3D in 3ds Max.
Related Courses
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3ds Max: Character Animation
with George Maestri5h 56m Intermediate -
3ds Max 2013 Essential Training
with Aaron F. Ross7h 9m Beginner
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Introduction
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Welcome41s
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Using challenges38s
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1. Basic Object Animation Export
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Setting pivot points3m 39s
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Looping animations4m 5s
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2. Exporting Animating Custom Rigs
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Setting the root node6m 18s
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Using naming conventions2m 27s
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3. Using Animated Character Studio Rigs
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Exporting the animation3m 24s
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4. Using Animated CAT Rigs
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Exporting the animation2m 12s
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Conclusion
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Next steps56s
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Video: Welcome