Hey guys. first i wanted to say that when i import an object from Maya as:
man.fbx
man@idle.fbx
man@run.fbx
Unity3D recognizes and plays the animations, but it resets my position to 0,0,0. i am NOT a 3D modeler and i am going to buy a 3D character model for my game. http://www.dexsoft-games.com/models/fantasy_warrior.html
but i do not want this problem to occur. my main thing is to just get these walking and idle animations done, but its not working. i can get animated models in the unity3D engine to run just not models imported from Maya. and also, BONUS POINTS to whoever can tell me why this isn’t working:
i downloaded bloke v2.8
and when i open it in Maya and export it as an fbx it gives me all these constraints errors and stuff, and when i open it up in unity3D they only object that’s there is “Blokes” eyes… :o
Hmm. Can you provide the fbx file (either via posting here or in PM), or screenshots of the inspector of the fbx file in both the scene and the file in the project pane? Curious of the settings for it. I use fbx animations and never seen this happen before.
Second, when exporting the animations as a @ animation file from Maya you must set the range slider across the bottom to match the frames your trying to export for your animation.
Third you must make sure, in the fbx exporter window, that bake animation is checked and deformations is checked to bring out the skin weights.
forth, make sure in unity that you have properly scaled all the @ animation fbx’s to match the scale of the master mesh file. (scale factor must match on the character.fbx and the character@animation.fbx’s)
Fifth, check for history on the mesh, a big no-no. Use none-deformer history delete to clear it away without changing the weighting (This does not always work perfectly.)
Finally check the rig and any controllers on the rig for transform nodes between joints that don’t below.