![]() Just export the main model with the Morpher modifier on it. Nope, the morph data is stored within the Morpher modifier in Max once you add a morph target to it, so if you have copies of meshes for your morph targets, you do not need to include those in the export. You can also create new animations in Unity using your imported Morph Targets.ĭoes I have to export morph target models also? What if I only export selected Fbx model on which morph animation is done. You can even edit the animation in Unity or break the timeline you imported from Max into multiple, separate animation clips if you like in the import settings. If you were to export from Max as FBX and import into Unity, your morph animation will work in Unity the same as it did in Max. If you have animation keys in Max that manipulate morph targets, Unity supports those by default. ![]()
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