So I’m new to Maya and Unity. Here’s what I did.
I exported the model with the skeleton / joints to unity, placed the model in the scene, attached some scripts to it, etc…
In Maya, I exported each animation (which are in separate files) to separate FBX files after baking the animation. (I get a warning here which might be related to it not working? but I don’t understand the warning).
Here’s the warning:
9 attributes had complex animation. Complex animation was exported as baked curves. (1800 evaluations done)
I created a Animator Component for my character and added the avatar. I create a animation controller and drag and drop an animation (running) into it. There’s an arrow from entry to run. I drag this animation controller onto the slot in the animator. I have “apply root motion” checked (but it doesn’t work unchecked either).
When I hit play to run the game, my model moves left and right (I don’t know why since the running animation does not have the model moving left and right) but is not animating properly. Other than going left and right nothing else is animating…
Before going into detail on setting up a character controller - it is suggested to test to make sure each animation works properly in the Unity inspector. Since you didn’t do this - it is hard to tell what is wrong.
I suspect the rigging is not correct in Maya - and is probably the problem. I’m not a maya artist, so I don’t know what that error means.
Second - set your character to generic rig in the Unity inspector to see if that helps anything. If you are exporting the animations separately I suspect you are animating a humanoid rig? But without confirmation of the set up I’m only guessing. More info is needed. Consider performing some research on how to use Maya properly to set up a character to be used in Unity - then you can trouble shoot a bit yourself.
Being new to two softwares - means the issue could be anywhere in your pipeline, but most likely in the source software, maya.
I’m not sure how to test animations in the inspector. I saved all the animations as separate FBX files with the @nameofaction.FBX naming convention because that’s what a tutorial told me to do. But I found out that the tutorial is from 2013.
My character is already set to generic - not humanoid. It’s not a humanoid rig - it’s a custom rig for a quadruped (wolf) enemy character.
I posted on the Maya forum as well to try to figure out what’s going wrong.
I followed a tutorial to set up my character in Maya to use animations in Unity but it’s not working. I hope I don’t have to redo my animations!
Have you gone through the learn section animation content. It explains how to inspect the animations in the inspector previewer to confirm the animations are working as expected.
If the animations are not working in Unity straight upon import the issue is definitely in maya.
Can you attempt one export of the wolf model, rig and one animation to test to see if that is working? I’m not sure of the process of applying separate animations onto a generic rig, though I know from reading other people accounts it is possible as long as the transforms and bones are exact as the rig you are applying the animations onto.