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3ds Max Biped into the Unity Game Engine

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Uploaded by on Jul 21, 2009

This 8-minute tutorial shows how to export and setup a biped character from 3ds Max and bring it into the latest, easy-to-use Unity3d game engine. You may also go to my website to access a free, full-length, higher resolution version of this video.

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Howto & Style

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Standard YouTube License

  • likes, 7 dislikes

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Uploader Comments (3dcognition)

  • @3dcognition how to hold the colours?

  • @ramonhimself - your colors are in the texture you assigned in 3ds Max - as long as the texture is applied in Max, it should follow along.

  • i need that image in the back but i cant find out how to put it

    Please help

  • @Mattskate96 - sorry for the late reply - I haven't shared that image, but I suppose you could do a screen capture and apply it to a plane in your front view. Initially, I just built it myself using a biped.

  • Does unity support vertex animations?

  • @george3dmax - sorry for the late reply - sorry, actually don't know, never tried! Try unity3d.com and check the support forums.

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All Comments (83)

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  • @tdiSRB - sorry for the delayed reply, and that I cannot help since I've never tried importing tank tracks and don't have time to test it, but why not search on unity3d.com in the forum and support pages? Good luck.

  • @sompret - yes, I just redesigned my website and forgot to put that wmv movie there, thanks for letting me know, the two unity movies are now back in place thanks to your reminder!

  • Your website's full version of this video is missing. It'd be great if you can reupload it in your website or link it somewhere else.

  • ive herd ur vioce

  • Hi All, just a quick note to say I can't respond to any questions for awhile I am teaching a tough class this term and no spare time. For Unity questions, try the forum at Unity3d.com.

    Thx!

  • hm im animating tank tracks and when i want to export it with spline i get this message:

    The plug-in does not support the following objects' geometry type and will convert them to an editable mesh. Morph and skin deformations may be lost. If 'Enable in Viewport' is deactivated, closed shapes are capped and open shapes are converted to dummy objects with no edges or faces. If 'Enable in Viewport' is active, the Viewport settings are used for the mesh conversion: -Line01

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