Hi there,
I've been trying to get my characters to export with their animation in tact for my game. I've been trying to make a habit of exporting my stuff to FBX to work with in Unity for when I have to work with people on other projects. However, every time I export my animated model, I run across a series of errors that discard the skin binds in the file all together. This doesn't seem to be a Unity problem as even when I open the new FBX in Maya, my control curves move, but not my mesh. Earlier, I was able to bake my animations to bypass this problem, but now even that doesn't seem to be working.
What is going on?!
Replies
What do you mean deformers that aren't supported? All I'm doing is a smooth bind.
http://docs.unity3d.com/Manual/Preparingacharacterfromscratch.html
http://docs.unity3d.com/Manual/class-SkinnedMeshRenderer.html
http://docs.unity3d.com/Manual/HOWTO-ImportObjectMaya.html
Have you been importing anim into Unity fine up until now? Or is this the first time you've tried? Because game engines are usually very limited in what they'll accept (usually for performance reasons), it's a good idea to import early, and often.
Reduce the problem down, until it works. Import a box mesh. Import a box boned with 1 bone. Import a boned box with 2 animation keyframes. You get the picture.
I hope this helps.
Often that points me to someone who had the same problem, and someone else had posted a solution.
FBX "The plug-in has found the following skin deformation problems: Unable to find the bind pose for"