One choice was already made for me, Unity is the program that is used to made Fury. So I’d being using Unity documents to learn about what the iPad can and can not do. This would also help me keep the challenging project less complex.

My original choice was Maya since I’ve used it for a long time but my friends suggested I take a look at 3D Max and the CAT tool.

I did a few tutorials and then did several experiments trying to find the ideal bone setup for the characters I would design. I ran into a few issues that slowed me down but it was a great tool that out weighed the issues.

Here are somethings I ran into that slowed me down.
The CAT tool works best with centimeter than it does with meters. This had to do with the grid size. The CAT bones work better if they are significantly larger than a single grid unit.
The weight tool replaced removed weigh automatically which can be difficult when it makes the weight on a left foot for example end up linked to the right leg.
I have not been able to figure out a way to make an IK for the head. I’d like to be able to have the head not react so much to the torso and spine.

However, the bonus is the layers. It took me a few days of playing around with this before I got the hang of it and found ways to make it work to my advantage.

During all these experiments I was also exporting my primitive model and animations to view them in Unity. I wanted to learn the work flow as well as see if any issues come up and how to resolve them.

A few things to be aware of. Unity uses meters so while it was fine to work on the characters in centimeters I’d need to export them to meter scale. This can be done easily in the FBX export options.
Unity also prefers that the origin axis be with the Y axis up and 3D Max only works with Z axis up. There is also a setting for this in the FBX exporter.
I had trouble getting my textures to work correctly and after a lot of research and experiments found that TGA textures with or without alpha seem to be the better option for working in 3D Max and Unity.

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