How to reduce file size of a large scene fbx unity
Doing this worked - but because the Biped is a different scale/proportions than the character's rig, the mesh and animations are distorted. So far, I have figured out that I can create a new Biped in Max, make sure all of the bones match the names of the bones in the FBX, and then importing the FBX into the Max scene will cause the character and its animations to map onto the Biped. Currently, when I import an FBX into Max, the skeleton is made of dummy bones without IK, which for animating purposes is. The problem I am running into is not knowing the workflow of importing the bones from an FBX file into 3ds Max, and getting them to work with Biped for the slick character animation tools.
#How to reduce file size of a large scene fbx unity how to
Since the character is only an FBX and did not come with a Max file, I need to figure out how to reverse engineer a character FBX into a useable animation rig in Max, preferably with Biped. The purchased character asset is already rigged and has some animations, but I need to modify some of the animations, and create more. From the internet searching I have been doing on the topic so far, there doesn't seem to be much information available on this subject - from either the Unity or 3ds Max side - which is kind of shocking. I am new to Unity, so I do not yet know the correct workflow for importing/animating/exporting characters back and forth between Unity and Max. I use 3ds Max 2013, with Biped for animating. I am trying to animate a character purchased from the asset store, and am running into some problems.