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Animating sub-object vertices on an .fbx model

Discussion in 'Animation' started by hogarthd, Oct 25, 2013.

  1. hogarthd

    hogarthd

    Joined:
    Aug 3, 2013
    Posts:
    5
    Hey all -

    I just created a relatively simple vertex animation in 3DS Max of a deforming 16x16 plane. I can play the anim in 3DS Max, and I export it from Max with "animation" and "bake animation" flagged. I can import it into Unity, but I have no idea how to actually trigger/view/animate the mesh within Unity. Any ideas?

    thanks!
     
  2. halley

    halley

    Joined:
    Aug 26, 2013
    Posts:
    787
    I don't think that works; someone may correct me. So far, Unity does not support shape keys, so I would expect it does not handle other per-vertex animation. The only animation that deforms a mesh that Unity supports (e.g., through FBX import) is bone deformation. Anything else is just per-vertex manipulation in the Unity scripting (JS-like, C#, Boo).
     
  3. MikeUpchat

    MikeUpchat

    Joined:
    Sep 24, 2010
    Posts:
    1,030
    You will need a point cache system for Unity, Google Unity Point Cache and you will find some solutions the best one I have come across and the one I use is MegaFiers, video below.
     
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