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Import simple spinning cube animation from 3ds Max 2014

Discussion in 'Asset Importing & Exporting' started by lupo, Feb 17, 2014.

  1. lupo

    lupo

    Joined:
    Apr 4, 2009
    Posts:
    43
    Hi all,

    I'm trying to prove out a workflow to export an FBX from Max 2014 and import it into Unity 4 so that the animation works.

    I use a simple primitive, converted to editable polys, that is keyframed to spin over 100 frames, export as FBX, with Preserve Edge Orientation and Animation checked.

    I drag into the scene in Unity and the preview shows the animation, but I am not able to see the actual animation "in game". Instead I have this "Animator" in the Inspector which is set to "play" but does not play the animation.

    Also I've tried tying a script to the gameObject, which does not help either.

    Code (csharp):
    1. function Start () {
    2. this.animation.Play();
    3. }
    If I am to develop more complex assets like helicopters etc, it would really help to know the process to import simple "non-character" animations into Unity.

    Thanks for any help.
     
  2. lupo

    lupo

    Joined:
    Apr 4, 2009
    Posts:
    43
    Okay, I figured it out - you can import any baked animation from Max or Maya by selecting the animated fbx in your assets folder, looking at the Inspector settings, and setting it to Rig > Legacy, and Animations > give it a name (like anim1), set Wrap to Loop, check the Add Loop Frame box, and you should be good.

    If you want to see a video tutorial on the process, check out the following, start at about the 10 minute mark:

    http://www.3dcognition.com/model-texture-animate-sword-3ds-max-import-unity/