In this video I showcase the simple process of exporting a skinned character from modo to Unity 3D via FBX.

In a previous video, I showed my process of creating a bind skeleton and deleting the control joints and constraints. However, this isn't necessary with 601, but rather my process for manual control over what joints are bound to the mesh and exported to Unity.

Loading more stuff…

Hmm…it looks like things are taking a while to load. Try again?

Loading videos…