Non humanoid animation exporting from 3dsmax to Mecanim

Discussion in 'Animation' started by Uber6, Oct 1, 2013.

  1. Uber6

    Uber6

    Member

    Joined:
    Sep 30, 2013
    Messages:
    4
    Hello.
    I wanted to make some simple, non-human (a robot) character. Just a body and two floating hands. Nothing fancy, no bones, just some leaning forward, backwards, strafing plus idle, floating up and down. I have found somewhere around this forum this link:

    http://docs.unity3d.com/Documentation/Manual/HOWTO-ImportObjectMax.html

    I have collapsed every mesh and applied settings above in the FBX exporter. I have set the rig to generic without a root node then created an empty gameObject to which I parented the model with a very simple animator which was looping idle animation.

    However the object teleported back to the 0,0,0 point of the scene. Switching off "apply root motion" helped only partially. Object was where it supposed to be but the animation was wrong, only the hands were floating, up and down, but the body stayed still.

    After two days of doing this I decided to ask u guys for help, cause I am somewhat tired. I've been looking all over the place I checked quite a lot of tutorials, but most of them are about humanoids and made in Maya.

    Problem I have described is only one of many I have encountered.

    Am I doing something wrong? Should I switch to Maya?

    I am Using newest, free version of Unity which is 4.2.1f4 and 3dsmax 2013.

    I will be grateful for any advice or links.