Hey all I’ve looked through other people’s issues and still have this problem.
I export my model with animation (4 bones that control a simple seaweed plane with a few edge loops to deform with bending) using FBX 2009 (and 2010) binary (and tried with ascii) I followed the Unity documentation to export.
Unity will import all except the animation. There is no animation file that corresponds to this object. The joints are under the object in my Project folder, but no animation.
Does anyone have advice? I have posted a link to the maya file saved out in 2009.
Do you have the timeline shown for your animations? In 3ds max, fbx will (for some unknown reason) only export animations, present on the timeline. If you have animation from, say, frame 1000-2000, but your timeline only shows until fram 100, those animations won’t be exported…
I have a seaweed mesh that is just planes with 2 subdivisions horizontally. I have 4 joints (1 per horizontal edge) going up it. These bones are animated to sway using translate (yes translate not rotation) and simply offsetting them to make a wavy look.
When I import the animation into Unity (FBX) the top 2 bones are squashed, while the bottom remains mostly intact. It doesn’t seem to be an orient problem and I can’t come up with anything else.
Anyone have an idea? Picture below.
Note: If I set the animation to None, then the geo shows up fine, but obviously without any movement
Since Im not a Maya guy, I cant come up with any specific suggestions, but have you tried importing that animated fbx back into maya? Maybe youll see if its the exporter that f***s up or if its Unitys importer?
In 3dsmax, squashed bones do occur every now and then, but there are ways around it. I guess there are some secret ways in Maya too
Edit: Try checking that “bake animations” checkbox and see if it helps.
When I re-imported into Maya, everything was fine, and the animation is intact. Even with baked animations, importing into Unity still yields the smashed bones.