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Importing animation

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

  1. Kubos

    Kubos

    Joined:
    Oct 2, 2012
    Posts:
    9
    Hi, Ive encountered a problem with my imported animation .

    Heres my workflow :

    Ive animated model in 3ds max
    Exported it as .fbx
    Drag 'n dropped fbx into unity
    Inserted model into scene, made it a child of an empty game object

    On play the animation still moves to 0.0.0 . If i record animation in unity i dont have this problem but i cant figure out how to fix this with the imported animation :-/ Can anyone tell me what am i missing ?
     
  2. Pirs01

    Pirs01

    Joined:
    Sep 30, 2012
    Posts:
    389
    What do you mean "On play the animation still moves to 0.0.0"?
    Are you using Mecanim?
    Have you configured the avatar?
     
  3. Kubos

    Kubos

    Joined:
    Oct 2, 2012
    Posts:
    9
    The animation doesnt play on the animated object's possition but it teleports somewhere else. No mecanim. Im trying to figure it out on a jumping box. I used the default avatar it created
     
  4. Pirs01

    Pirs01

    Joined:
    Sep 30, 2012
    Posts:
    389
    You still can setup mecanim just use generic instead of humanoid type. It could be that your animated object has an offset from reference point inside the fbx file itself. To ignore that offset you should set Root Transformaton Position XZ Based Upon Center of Mass instead of Original in your Animations settings I think. I'm new to this stuff so it might not be exactly right but one of those options should help.
    Other option would be to edit your fbx and align object with center of scene, reference object or whatever is being used as reference point.
     
  5. Kubos

    Kubos

    Joined:
    Oct 2, 2012
    Posts:
    9
    Well I've imported the animation as legacy with store root in nodes and it seems to work when used as a child to empty game object like the normal animation. Thanx for help
     
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