Hi guys!
I’m currently working on a small game project where I seem to have a hit a wall when importing animation from Maya to Unity. My character is currently joint-less and animations are based on simple rotation of geometry around shifting pivot points - however - this is where the problem occurs
Inside Maya, everything works fine, but when we take it into Unity, problems start occuring. It looks to me like Unity isn’t able to understand when a pivot point moves to a new location (therefore it just plays the animation with a fixed pivot).
We currently have 3 cubes on top of one another - these cubes functions as a limb and are able to rotate at the intersections. However… We do not want the cubes to rotate from the center, but instead from the edges. This means that whenever we rotate the limb forward, it need to have it’s pivots at the front - vice versa backwards. So far I have achieved this effect with “rotate pivot XYZ” from the channel box, to fine effect in Maya, but as said - this doesn’t seem to function when exported/imported to Unity
Does anyone have any clue as to what may be causing this? I can’t seem to wrap my head around it And maybe there’s a smarter way to do this stuff that I do not know about.
I have avoided setting up joints for the limb, since I cannot figure out how to achieve this effect with a rig. If anyone out there have an idea, feel free to share it
Anyways - hope there’s someone out there who can share some words of wisdom Would be greatly appreciated <3