


My actual credits goes to this guy who set up the idea maybe there is something extra in the scene. I strongly doubt this dummy has any meaning.įor other guys who are struggling with the same issue, take a look at the screen. I mean this kinda looks like an april fools day prank. Why on earth there is a small SMALL SMALL DUMMY OBJECT in the prefab MODEL? Okay, guys, I know this is my 3rd post in this forum but probably the most important ever. Lastly I kinda hate you too for leading me into the total wrong direction (I have now 3d max 2012, 2014, 20 installed LOL) I should have asked, can someone spare 120 seconds and reproduce what I have done? The answer would be probably, it doesnt work for me either. Second one, I hate myself for not exactly describing what I want. Under Advanced Options, make sure Units is set to ✓ AutomaticĮverything else ( including the options under animation, cameras, lights, etc.) leave uncheckedĪlright there are a couple of things I'd like to sayįirst of all you thank you for your post, I'd not be here without your post hehehe ✓ Point Cache File (s) (technically bake and point cache won't do anything anyway, as we're not using any actual animation data here)īone conversion: Convert as dummy (leave as bones is probably fine too, I haven't explicitly checked)Īll settings in Cameras and Lights unchecked Perhaps something's amiss in your Import settings? Here's mine, if it helps There's also a chance that the FBX type you export as causes an issue too - again, 2014 seemed to work fine for me here. I see you're using 3dsMax 2012 - is the FBX plugin version for FBX2014 or above? There's a chance that using an older version of the FBX plugin will kick up incompatibility errors like this (although it seems to check out in FBX2015 too). Hi quite sure what's gone wrong here but I'll try a couple of guesses, as I'm seeing no issues here importing/exporting Ethan between Unity and Max: fbx Plugin for 3ds max 2012 that gives you few more export options. Seriously, I dont know what I could have done wrong.Įdit: Yes, I also downlaoded the. fbx file for the default Animation in unity are heavily deformed If I export it some other ways without that error, the skin is gone. fbx file again into 3ds Max (just to see, if everything was exported correctly).Īlthough there is such an error I can still use all bones to animate the figure. I get this error see the attachment, when I try to reimport the the exported. Yes, I read all stuff about right settings export in the unity docu.

i tried literally almost anything, all kind of setting. Surprise, surprise, it doesnt work at all.

fbx into Unity 3d 5.1.1 and add one of the default animation. (just to understand what settings are needed) I am trying to import the default Asset ThirdPersonCharacter Models Ethan.fbx into 3ds MaxĪnd then exporting it into as.
