before I don’t work for unity , ererything is ok,
but I Export to unity3d , model’s animation is lost ,so when I create a body and animation , what should I notice, or some things is not support
I am sure my export have no problem,
because I export mb or FBX success from other mb file which download from unity3d.com
so what should I notice.
What do you see if you select the FBX model and look in the inspector? Are there no animations at all, or have the separate animations been lost and merged into one single sequence?
First download and install the last version of the FBX plug-in for your Maya.
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From Maya the better way is exporting separately the model from the animations, and then animation with only the bones.
First try to export your model + bones only and test it under Unity moving some bones manually in the viewport to see if the model is moving and have a skin!
Here is the melscript command if you installed the last version of the FBX plugin
FBXExportAnimationOnly -v 0;
FBXExportSkins -v 1;
FBXExport -f "c:/test_A.fbx" -s;
Once you done this test you could use the FBX command for exporting your animations selecting the bone root only.
Here is the command for exporting animations datas only.
FBXExportAnimationOnly -v 1;
FBXExportBakeComplexAnimation -v 1;
FBXExport -f "c:/test_A@animtest_A.fbx" -s;
There are several other commands for the FBX plugin, you can find that in your C:\Program Files (x86)\Autodesk\FBX\FbxPlugins\2009.4\3ds Max 2010\help\fbx
when I ecport FBX it show these Errors,
1 ,The plug-in has changed some FCurves tangents type to User to ensure interoperability. This mode change will not affect the FCurve’s values
2 The scene contains constraints. Activate the Export constraints or Bake complex animation options before exporting.
3 The scene contains constraints that are not supported by the FBX file format. Activate the Bake complex animation option before exporting.
4 469 attributes had complex animation. Complex animation was exported as baked curves. (93800 evaluations done)
haha ok I understand…
You know you are exporting a model for game use…
Then do not create a complex rig as you will do for an movie animation work.
You can work with a complex rig in Maya but for a game it only need model + skin + bones information.
Here is an example of my outliner in Maya before exporting (picture B) and after the export is done (picture C).
…and for baking your animation in Maya before exporting, you can try that :
Edit >> Key >> Bake Animation
haha ok I understand…
You know you are exporting a model for game use…
Then do not create a complex rig as you will do for an movie animation work.
You can work with a complex rig in Maya but for a game it only need model + skin + bones information.
Here is an example of my outliner in Maya before exporting (picture B) and after the export is done (picture C).
…and for baking your animation in Maya before exporting, you can try that :
Edit >> Key >> Bake Animation
thanks very much I got it .
hello, do not speak good English but I can understand well, I have a problem I hope you can help me.
I made a model with rigging, the problem is when I export fbx to the unity, I select the bones but the skin does not move, I have tried many ways to export but nothing seems to work, it would be great if someone told me I can do. thanks
hmmm…
I can see a rig on your model…
this is not the best way to export a model in a game engine…
Select you model + bones (not only the root but all the bones) only and try to launch the following lines in you Maya’s script editor :
FBXResetExport;
FBXExportSkins -v true;
FBXExport -f "C:/test.FBX" -s;
You can change the “C:/test.FBX” path but keep it easy for the test
If you do not have skin data when you import you model in Unity, it could be from your model + skin…
Last thing, you can launch the following command if you want to be sure all bones are selected :
select -r `ls -type joint`;
Then select your model and launch the FBX script lines I gave to you on the top
please watch the video in full screen, and hd,
from what I’ve seen all my rigging is a mess, you’re right, the rigging of the model is for a movie not for a game engine, I have wasted my time.
help me:
Do you think you have to start all the rigging again? or maybe can do something with what I have done, give me some advice.
I use ik, clousters and blendshapes, amm … and you can tell me about blendshapes, unity will recognize?
if the rigging is wrong, where I can get information to make a good rigging to work in unity?
thank you very much, I’m really happy to find this forum, I hope you understand the errors in my writing, do not speak English,