Join Adam Crespi for an in-depth discussion in this video Exporting the animation, part of Animating for Unity 3D in 3ds Max.
Exporting out a biped-based animation is just like…exporting out any other animation in 3ds Max.…We need to make sure that we've got bone-driven animation and that all the…animation, the rig, is parented up to one object, in this case the bipa one.…We need to make sure our naming conventions are sound.…And so I'll select Walter and rename him.…He was originally made as multiple meshes and…then attached into one mesh in the editable poly.…I'll rename him from Walter Shirt to Walter.…Now I'll rename the bipo one object.…
I've already taken care of the eyes and eye bones.…I'll select the bipo one by pressing H for Select from Scene and choosing bipo one.…On the Motion tab I'll go down in the biped roll out and click on Figure mode.…In Figure mode I'll go into Modes and Display and there is the name Bip01.…I'll put Walter in front of Bip01 and…now his naming will ripple all the way through.…I'll get out of Figure mode, and his arms snap back.…Notice that Figure mode lets me return him to a T pose.…
What I've also done in this, and we can…
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
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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: Exporting the animation