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Question by JohnnyDale · Jan 26, 2015 at 01:15 PM · rig

3ds Max exported rigged model, how to put skeleton as child of rigges Object?

Hi, I'm having this problem: I want a rigged object to have the rig as its child. I've been working on it for days and I can't figure out a way. 3ds Max won't let me export the model with the rig parented to the object... When i do it in unitys hierarcy all the animations get screwed up. Any solutions to this?

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avatar image Cherno · Jan 26, 2015 at 03:25 PM 0
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What do you mean by "all the animations get screwed up"? You should be able to drag the object into your scene and then make the skeleton root bone a child of the object that holds the skinned mesh renderer. there is probably another object above that which only holds an Animator; delete that one, it's not needed. Just give the Skinned$$anonymous$$eshRenderer object th animation component. Also check the FBX's import setting regarding animation rig import; Set it to legacy (Store in new) for the root bone.

avatar image JohnnyDale · Jan 27, 2015 at 12:23 AM 0
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thanks for answering. I haven't tried the legacy import settings, but since i'm using mecanim animations, i thought it needed generic or humanoid imported rig. I did try out your solution the results are: the object isn't animated anymore and the center of mass is all messed up (another problem, the Animator component overrides the center of mass set in the rigidbody making everything harder to stabilize in the physics). Anyway the rigged character is a driver of a kart, and the whole model contains him, the kart and the various animations (turn left, right, idle etc...). I've tried a bunch of stuff and as soon as i change the hierarchy of the object, the animation seems to lose track of the objects it's animating. What happens is that the driver remains animated while the kart stops moving completely, plus the drivers position changes at run-time, ins$$anonymous$$d of being on the seat he's like on the back of the kart hovering. I did find a solution though, i assigned a script to the root bone of the rig that updates both in Update() and LateUpdate() the position and rotation of the rig so it follows the object $$anonymous$$art_Body. That got the job done, but it's more of a patch to the problem rather than a real solution to it. Hope it's not computationally heavy!

avatar image meat5000 ♦ · Jan 27, 2015 at 12:24 AM 0
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3ds $$anonymous$$ax won't let me export the model with the rig parented to the object

Dont you parent the mesh to the rig? i.e, the rig is parent and the mesh follows.

avatar image JohnnyDale · Jan 27, 2015 at 02:09 AM 0
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well...the rig is a structure of bones, where (in my case) the root bone is the hips... where would i put the skin ? under hips? ...sounds kinda weird, are you sure?

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