Exporting morph targets (blend shapes) from Max If you prefer to have animation and mesh information in the same Unity GameObject, go to the Hierarchy view in 3ds Max, and parent the mesh node to a bone in the bone hierarchy. One difference is Unity will place a GameObject as the new root, containing the animations, and will place the mesh and material information in the root bone. When exporting a bone hierarchy with mesh and animations from 3ds Max to Unity, the GameObject hierarchy produced will correspond to the hierarchy you can see in “Schematic view” in 3ds Max.
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