Week 10 HW Help

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Daniel Hall

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Apr 30, 2012, 8:48:46 AM4/30/12
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Anyone tried getting this guy into unity (hes in the image I've attached).
I'm comfortable animating with him but it appears when I try and export him it gives me a whole bunch of errors and in unity a bunch of his parts are missing.
Any ideas? Am I somehow exporting this wrong. If anyone has ever used this guy or can tell me anything it would be much appreciated. 

Thanks
animation.jpg

zac choo

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Apr 30, 2012, 8:53:53 AM4/30/12
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i get that as well... the torso, leg and arms would be missing, leaving only the hand, feet and uppertorso + head active... cant get around to fix it.
all my rigs seem to have problems importing into unity, i tried 3 so far and they all failboated =.=


From: daniel_...@hotmail.com
To: mcc26...@googlegroups.com
Subject: Week 10 HW Help
Date: Mon, 30 Apr 2012 22:18:46 +0930

Mirai Aurora

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Apr 30, 2012, 8:55:13 AM4/30/12
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can you guys provide screen shot of the actual problem?

Daniel Hall

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Apr 30, 2012, 9:57:39 AM4/30/12
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Ok I would but it turns out I don't know how to attach images to
discussions, I've only ever sent attachments through emails to the
group.
Its probably something simple and I feel foolish for not knowing but I
honestly don't know
:P If you could tell me how I would be happy to show you the problem

On Apr 30, 8:55 pm, Mirai Aurora <code...@hotmail.com> wrote:
> can you guys provide screen shot of the actual problem?
>
> From: zac choo
> Sent: Monday, April 30, 2012 8:53 PM
> To: mcc26...@googlegroups.com
> Subject: RE: Week 10 HW Help
>
> i get that as well... the torso, leg and arms would be missing, leaving only the hand, feet and uppertorso + head active... cant get around to fix it.
> all my rigs seem to have problems importing into unity, i tried 3 so far and they all failboated =.=
>
> --------------------------------------------------------------------------- -----
> From: daniel_hall....@hotmail.com

Jayden Spencer

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Apr 30, 2012, 10:54:47 AM4/30/12
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there are quite a few issues with max rig, for example when you want to merge or duplicate the rig it will distort or remove parts of the body.
You would be better off finding a different rig, as there doesnt seem to be any fixes to the problem(s)

Mirai Aurora

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Apr 30, 2012, 10:57:56 AM4/30/12
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You guys can upload it to online storage and provide link instead of attaching the image in the e-mail. Well since I’m using windows mail I have the option right infront of me, but anyway putting that aside can you explain what you mean by merging and duplicate the right?

Mirai Aurora

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Apr 30, 2012, 10:58:21 AM4/30/12
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Rig*

Josh Whitkin

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Apr 30, 2012, 8:16:50 PM4/30/12
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Rigging is delicate. Don't merge rigs unless you're willing to work hard on it. Just build a model over the rig that works. Eg the mars rig.

- jo...@wulumulu.com -
(on a tiny keyboard)

Josh Whitkin

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Apr 30, 2012, 8:19:28 PM4/30/12
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You have to animate using the character studio key frame tools. If you mix animation  controllers  it can cause distortion. Review mcc164 slides on animation if you can't remember...


- jo...@wulumulu.com
(on a tiny keyboard)

Josh Whitkin

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Apr 30, 2012, 9:01:07 PM4/30/12
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Yeah, I tried importing this rig to Unity and saw the problems you mean.  It’s not meant for production - uses non-standard mesh elements (extruded splines).  It should be fixable – it’s possible- but will take some patient work rebuilding the mesh parts and figuring out which controllers Unity supports, how, and why.  For example, the facial animation uses morphing/blendshapes, which Unity doesn’t support. 

 

Unless anyone is up for it, I suggest you use a different rig.

 

From: mcc26...@googlegroups.com [mailto:mcc26...@googlegroups.com] On Behalf Of Daniel Hall
Sent: Monday, 30 April 2012 8:49 PM
To: mcc26...@googlegroups.com
Subject: Week 10 HW Help

 

Anyone tried getting this guy into unity (hes in the image I've attached).

Mirai Aurora

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Apr 30, 2012, 11:30:02 PM4/30/12
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I don’t think a game engine can accept both morph animation and bone animation at the same time. I am using UDK and have done morph animation and skeletal animation but they have to be done separately. If unity doesn’t support morpher and one or more vertex is manipulated by the morpher then I believe it will cause problem when importing the mesh. What I suggest is to use a skeletal based mesh which will definitely  work for unity. I am not sure about biped or any other cat rigs ,it works for UDK but you can try for unity. Anyway from what I observe there are too many custom attributes from the mesh u guys worked on that doesn’t work in a game engine.
 
If you still want facial expression you will have to rig again. I reckon facial expression that is done with a  bone looks really strange and unnatural and it’s also a pain in the ass to weight the vertex. But it still do the job
 
Sent: Tuesday, May 01, 2012 9:01 AM
Subject: RE: Week 10 HW Help
 

Yeah, I tried importing this rig to Unity and saw the problems you mean.  It’s not meant for production - uses non-standard mesh elements (extruded splines).  It should be fixable – it’s possible- but will take some patient work rebuilding the mesh parts and figuring out which controllers Unity supports, how, and why.  For example, the facial animation uses morphing/blendshapes, which Unity doesn’t support. 

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