Search Unity

My CAT rig animation won't play when I import my FBX file

Discussion in 'Animation' started by JunkLord, Apr 19, 2015.

  1. JunkLord

    JunkLord

    Joined:
    Apr 19, 2015
    Posts:
    2
    I'm using a CAT rig in 3ds max, I'm not too savvy with animation to begin with, but I want a character to just have a looping idle animation, it works fine in 3ds but when I import it into unity, it acknowledges the animation but it doesn't move. I've made certain I've checked all the right boxes, I'm uploading the max and fbx files to see if anyone can make any sense of this. Thank you in advance for any help :)

    Max File and textures:
    https://www.dropbox.com/s/juyche09txe8lo7/Blacksmith_animation.zip?dl=0

    FBX file:
    https://www.dropbox.com/s/b9oe2izoduge29h/Blacksmith_animation.FBX?dl=0
     
  2. JunkLord

    JunkLord

    Joined:
    Apr 19, 2015
    Posts:
    2
    I've noticed when I import the fbx file into 3ds it still works, so is this a problem on unitys end?
     
  3. theANMATOR2b

    theANMATOR2b

    Joined:
    Jul 12, 2014
    Posts:
    7,790
    I tested your fbx first by importing back into Max. No issues.
    I have Max 2012 so I couldn't open the Max file, but there was no need with the fbx working as it should.
    The only animation I noticed is a very subtle idle cycle. Is this correct?

    Importing into Unity results in no problems as well.
    https://www.dropbox.com/s/qmgngpgmxu9rlvm/CATRig_SubtleAnimation.mp4?dl=0

    So the rig and animation work as it should upon import.
    The issue resides in the character controller setup for the character. The rig type determines how to set up a character controller accurately.

    If you want to see uncontrolled instant animation change the rig type to legacy - the character plays the animation as it should in game. Though using legacy rig will limit the ability to use mecanim features.

    If you don't mind some feedback on your character - the head is undersized for the rest of the body. The poly distribution looks pretty good. The skinning is pretty rough. Consider tightening up the skin weights especially in the elbow and knee areas. Just for this simple animation there were skinning errors in the knee area which will look real bad when more complex animations are created.

    Hope this helps.