Topic: Problem with Shoulder/Arms/twist bones

Hi Everyone,

A while ago me and my friends started making a beat em up game. But we have encounter some rig / skinning problem. We are doing everything in 3dsmax (model, rig, animation) and import it in unity but once our animated characters are in unity the arms of the characters are messed up

This is some animations for one of our enemy:
https://www.youtube.com/watch?v=mNzbwim … e=youtu.be

And after importing in unity:
https://www.youtube.com/watch?v=iY4K4Io … e=youtu.be


At first the enemy was rigged with forearm twist bones, but then in unity it got complicated so I took em out and skin directly to its forearm biped bone. Still having done that the forearm are still messed up in unity


https://drive.google.com/file/d/0B7UpPz … sp=sharing

https://drive.google.com/file/d/0B7UpPz … sp=sharing


Am I doing something wrong in the process? What is the correct process for setting it up in/for Unity.



Thank you

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Re: Problem with Shoulder/Arms/twist bones

It looks like a transform position issue in Max.  I haven't used Max in a while, but in Blender there's a common issue where if something is not at origin then it's offset during movement.  You just need to apply it's position to fix it.  Not sure what the Max equivalent would be though.  Hope this helps at any rate.

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Re: Problem with Shoulder/Arms/twist bones

When setting up the move in Move Editor and checking out the preview - it looks like everything is set, including hitboxes and active hitboxes. They follow the body parts correctly. However, in Play Mode, when I do the same Move, the animation plays, but you'll see the hitboxes and everything no longer is attached to the model. Unable to add new animations that have proper hitboxes. Let me know if I'm missing something as I've followed the steps and tutorials.

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Re: Problem with Shoulder/Arms/twist bones

Make sure to disable 'Use Animation Maps' under the Character Editor.

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