Hello fellow Polycounters,
I'm working on an indie game project and running into problems importing animations that were created in Maya 2013 to Unity. I've searched google trying to find a solution and tried various techniques. However, I still am unable to import the animation to Unity. I've tried numerous variations of FBX export settings, but still have the same issue of transferring to Unity. Your insight is most appreciated!!
SCENE ASSETS
- MODEL
- BONES
- RIG (NURBS CONTROLLERS)
METHODS TRIED
-METHOD 1
1 - SAVED .MA & .MB FILES (MESH/BONES/RIG)
2 - IMPORTED INTO UNITY
3 - SETUP ANIMATION PROPERTIES IN IMPORT SETTINGS
4 - FAIL! NO ANIMATION INTACT
- METHOD 2
1 - BAKED IN ANIMATION TO MESH
2 - DELETED BONES & RIG
3 - CREATED GEOMETRY CACHE
4 - EXPORTED .FBX FILE
5 - NEW SCENE, RE-OPENED .FBX FILE IN MAYA (MESH ANIMATION INTACT)
6 - IMPORTED INTO UNITY
7 - SETUP ANIMATION SETTINGS/WRAPMODE IN IMPORT SETTINGS
GENERATION: STORED IN ROOT
ANIMATION WRAP MODE: LOOP
8 - FAIL!! NO ANIMATION
Need to convert Maya geometry cache file to .pc2 file and then import into Unity?
- METHOD 3
1 - BAKED ANIMATION TO BONES
2 - DELETED RIG (MADE SURE BONES ARE STILL OPERATIONAL)
3 - EXPORTED FBX (CHECKED THAT ANIMATION BAKE SETTINGS WERE SETUP)
4 - RE-IMPORTED INTO MAYA
5 - FAIL! (NO ANIMATION)
Replies
You didn't mention which version of unity you are using and which animation system (mechanim or legacy).
As i remember .fbx plugin for maya had versions which worked with unity and the ones which didn't. Maybe try to install earlier versions of this plugin.
Couple of things to try:
- With your method 3 (animation baked to joints) you're using "Export Selecion" then ensure "Input Connections" export option is checked.
- Try instead of deleting your rig just select all your export skeleton joints and then do "Export Selection" with Bake Animation: on, Step: 1, Resample All: on, Input Connections: off.
Other than that maybe posting your export settings in detail and posting the actual files you are exporting from (if you can) would help to work out what's going wrong.
So for any of you having similar issues and have already tried using the standard FBX export to Unity process, try what AnkyID mentioned. Use a different version of maya.
Maya To Unity Animation Workflow [ Video Tutorial ]
http://www.swinburne.edu.au/design/tutorials/P-unity/T-Character-animation-workflow-from-Maya-to-Unity3D/ID-265/
Maya To Unity Tutorial
http://forum.unity3d.com/threads/83159-Guide-Exporting-Complex-Rigs-from-Maya-to-Unity
http://usa.autodesk.com/adsk/servlet/pc/item?siteID=123112&id=10775920
Also, if you just need to export to an older FBX format then you don't need to install anything. You can just select it in the export options under Advanced Options > FBX File Format > Version.
I am using FBX, Maya 2014 and Unity 4.
Inside Playmaker the ".anim" file will not show up? it just says "No Animations on Object"
Oddly my old animations still work but only if the camera is looking at them?
im still on 2012 and all i do is bake the animation on my bones to keyframes, than export fbx, and it works
I have just tried
FBX settings
General Options - > check default file extension
under include -> only smooth mesh is checked and reference container content
under animation - > check animation
under bake simulation -> check bake simulation
under deformed models - > deformed models and skin is checked (although I don't believe you can use deformed models
uncheck cameras and uncheck lights
scale factor - > centimeters
FBX file format -> ASCII
FBX -> 2013
http://docs.unity3d.com/Documentation/Manual/HOWTO-exportFBX.html
Here is the FBX file, if anyone can test it I will buy you a pizza
https://www.dropbox.com/s/f886uyj7eot6at6/Bronchi.fbx
I have chosen rig animation type "legacy" inside the inspector window for FBX export from maya 2014? not sure why this fixed it but it does. Note to self "do not update versions during a project no matter how many shiny bells and whistles."
This is what it looks like if anyone else is stuck on the same issue. I have been animating in Unity today because of the FBX problems and it seems to save on memory? which is good to know, I guess its due to me keying only what I need, never mind.
FBX settings from Maya 2014
General Options - > check default file extension
under include -> only smooth mesh is checked and reference container content
under animation - > check animation
under bake simulation -> check bake simulation
under deformed models - > deformed models and skin is checked (although I don't believe you can use deformed models
uncheck cameras and uncheck lights
scale factor - > centimeters
FBX file format -> ASCII
FBX -> 2014