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3ds Max Pivots in the Wrong Place

Discussion in 'Formats & External Tools' started by elveatles, Feb 9, 2011.

  1. elveatles

    elveatles

    Joined:
    May 2, 2009
    Posts:
    147
    Hello,
    I'm having a problem in which importing an .fbx file to unity that was exported from 3ds max has it's bone pivots shifted. So in this case, the major problem is that a character's head is rotating around their mouth instead of their neck. This looks totally whacked out. Now, the guy who made the skinned animation doesn't know why this could be happening either. I'm mostly used to Maya in which you can delete non-deformer history to fix anything weird going on, but as far as I know, there's nothing like this in Max. Would anyone know what's wrong?
     
    Last edited: Mar 7, 2011
  2. Osama

    Osama

    Joined:
    Mar 4, 2008
    Posts:
    32
    can please ask the guy that made the rigging, what he used, Biped or Bones !
     
  3. NickZangus

    NickZangus

    Joined:
    Oct 26, 2010
    Posts:
    13
    Could it be that you have selected "Centre" instead "Pivot" in "Transform Gizmo Toggles" in the toolbar?
     
  4. elveatles

    elveatles

    Joined:
    May 2, 2009
    Posts:
    147
    Osama:
    He's using bones.

    NickRichards:
    I tried toggling between Center and Pivot, but it doesn't affect how it animated.

    I found some more helpful information. I tried importing the fbx into Maya and the entire skeleton was offset. Either that or the mesh was offset. I've attached some pictures. One is the export settings. The others are warnings that pop up after the export which is probably attributing to the problem.
     

    Attached Files:

    Last edited: Feb 9, 2011
  5. elveatles

    elveatles

    Joined:
    May 2, 2009
    Posts:
    147
    We looked into the Physique warning some more. Using skin seems to have fixed the problem. Thank you for the help.