Hi everyone,
I’m pretty new with both Maya and Unity, and I am gradually becoming more and more insane with a problem I am facing with Maya asset import to Unity.
I made a 3D character on Maya and I created animations of it using a Skeleton that I bound to the character mesh. Now I would like to export this character and its animations to Unity.
After reading some tutorials on the net, I did the following:
- Select the Skeleton by clicking on “Select hierarchy” from its root joint
- Edit->Keys->Bake Simulation
- File->Export All with “Animation” checked and “Bake Animation” unchecked
This gave me a FBX file that I exported to Unity (“Import New Asset…” in Unity). However, when I click the Play button in the Preview window of Unity (which shows me my character mesh), all I see is the character frozen in bind pose (which is strange, it was not included in all of the animations keyframes) making some rotations (only with its root joint, as it was without articulations)…
I tried different ways to export the character from Maya:
- I didn’t baked the animations and checked “Bake Animation” in the export options ;
- I deleted bindPose1 before exporting ;
- I tried to import my mb file instead ;
- I “Select All” the objects in Maya (the entire Skeleton AND the character mesh) and bake their animations…
All of them gave me the same result when importing in Unity (even when the produced fbx work fine in Maya when I reopen them) : a 3D mesh in bind pose rotating like a frozen toy…
I hope you will be able to help me out with my problem, and if you do, please be as accurate as possible, considering I am still unexperienced with both Maya and Unity.
Thank you