All in all, importing stuff into unity3d is laughable simple. usually you can just right-click and import the .mb or the .max or the .fbx and everything will work out just fine. Although there are a few things that i thought mentioning could save you some time. First of all, objects with animation have a few import pits you might fall into. The biggest one being that if you don't have some sort of startup motion on ALL JOINTS, you might get movement in places where you don't want. I dunno why this happens but I'd guess its because of the way unity imports animation; if there are keys from the beginning it will work, if not you get small movements and echoes of future animation where you don't want it.
Also, when using fancy rigs with IK's and stuff, you need to mark off the "Bake animation" in the settings of the file. After that I don't know if there is anything special that needs mentioning. Right now I'm not sure if the import removes unused joints from IK/fk switches and stuff, so that might be something to look into once you want to optimize the imported object.
the "Importing stuff into unity3d" Thread
Started by duke_Qa, May 06 2010 09:09 AM
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