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Question by peniether · May 20, 2011 at 01:08 AM · animationfbx3dsmaxrigging

Imported Rig not appearing correctly

I'm using 3ds max and I exported an FBX of a rig I created (it's not for a character). The rig looks fine in the preview for the object. But when I place it in the scene pieces that are attached are in the wrong positions. I'm not sure how to change the pivots. I tried resetting the pivots in 3ds max and re-exporting, but tat that didn't work.

I exported the object with Y-up and Z-up and both produce the same thing.

Also I'm using a skin modifier to skin my bones and curves to the object. I can't show the object because of nda. I have a circle that controls each piece. A bone is also attached to the object. So the bone is attached to the circle to control rotation. The curve controls the size/shape.

Was it a mistake to use curves? The animation shows up in Unity, but just all the pieces are out of position.

Are there any settings in Unity I'm missing? I haven't used Unity for very long.

Thanks. I hope all that made sense.

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