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Question by $$anonymous$$ · Apr 06, 2013 at 04:37 PM · animationbonesmax

Single Bone Animation From Max to Unity

Hey,

I am trying to do a very simple animation of a string being pulled.. i have setup a bow as a different object, and the string as a different object and have skinned the string and used 1 bone to animate the vertex position in the center..

now the problem is, with a single bone i just cant get unity to accept the animation.. the entire string is moving instead of just the vertices that are influenced..

the bone has 1 weight on the strings that move and 0 weight on all other vertices, this causes unity to give an fbx error on start saying that the vertices that i gave zero weight have zero weight and are not assigned to any bone, even though they are in max..

i managed to remove the error if i turn off normalization in max's skin weighting and specify a 0.01 weight on all unused vertices.. but doing this still causes my mesh to animate as if its unskinned..

i have tried playing around with several parameters for skin but to no avail.. i have tried adding a parent bone to the main bone and adding a null external bone just in-case unity was messing up the heiarchy but that didnt help..

so im kinda out of options here, anyone else had this? or has anyone tried exporting single bone animations?

BTW i have several fully rigged characters in-game with complex rigs and multiple animations and they are working fine in unity..

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Answer by $$anonymous$$ · May 28, 2013 at 09:02 AM

For anyone else running into the same problem, quick solution add 2 bones. assign all unmoving vertices to 1 bone, and the moving vertices to the other bone.

For some reason if you export an animation with a single bone from max, unity and maya both mess up the skin weights and assign full weight to all vertices.

For people who have already run into this problem and an fbx import warning shows in the console, removing skin normalization can get the warning to shut up but doesnt fix the problem.

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