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Question by brianchan661 · Jul 16, 2014 at 03:46 PM · 3dsmaxmodeling

3dsmax Modeling: changing equipment for character

I am trying to use 3dsmax to build my character with lots of equipment.
while i would like to know how my model should be build/export.
Now I have my mainCharacter.max, and some equipment(e.g cloth.max, sowrd.max)
How can my character "wear" the cloth or "hold" the weapon in 3dsmax?
(it will be good if someone can provide some keyword for me to google)

After the above problem solve, how can I export the model out for the use of unity?

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Answer by zharik86 · Jul 16, 2014 at 06:17 PM

At first you shall be convinced that yours the character in mainCharacter.max and, for example, clothes in cloth.max match. In 3d Max it is possible to be convinced of it by means of Import->Merge. I hope that you have a character and his clothes will be bound to one rig. The first and simplest method, it to combine all your objects in one file, and then to import it to fbx and to add in Unity. The second and more difficult, it to import each file to fbx and to add them in Unity. But thus you will need to write also a script, for compliance of bones of the character and clothes when you will combine them. Or you can not write a script, but then it will be necessary to synchronize animation of the character and his clothes. I hope it to you will help.

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avatar image brianchan661 · Jul 17, 2014 at 10:40 AM 0
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Thanks for your answer.
$$anonymous$$ay I have some more detail how the clothes bound to one rig?
If my character is already rigged, using biped and skin modifier, is this means I have to do it again?

avatar image zharik86 · Jul 17, 2014 at 06:48 PM 0
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@brian661 If your character is already created and he has rig and animation, save him in the fbx format and add in Unity. Then select rig type how Legacy from settings of import. And in the third and last tab you set animation from our file, specifying its time.

With clothes it is slightly more difficult. Unfortunately, Unity doesn't know the Cloth modifier from the 3D max. Therefore any clothes - shall be as Editable $$anonymous$$esh. For the correct setup of clothes add it in your file with the character and be convinced that all parts on the places. Further we need to set up weights of vertices of clothes to similarly initial rig. It is simply to make it if you already have rig the character. You add the Skin Wrap modifier in clothes and you select a binding to initial rig from its properties. Then in properties you convert it in Skin. Now the clothes will follow animation of the character. Then it is possible to save file in fbx and to import to Unity. Your clothes will be together with your character. At will it is possible to apply in Unity to clothes the Skinned Cloth modifier. But it is already other theme.

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Answer by danteson · Nov 22, 2014 at 10:59 PM

The way i did it: i eguiped all parts of armors in 3ds max, like after eguiping first set,select it,hide it and eguip second set,etc. Then when you're finished, unhide it all,and export to unity. In unity make script of changing eguipments,so if set 1 helmet is activated,all other set's helmets are disabled. Same goes for other parts :) Really simple to use, no head breaking!

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