Exporting Rig & Animation From Maya Not Working

Hello!

I’m having some problems getting my animation to play in Unity, exporting from Maya 2016 LT. (I don’t think the exporting process is a big difference from previous Maya versions) But I can’t seem to get my animation to play in Unity at all.

Below are the export settings I’ve used:
FBX settings

General Options - > check default file extension
under include → only smooth mesh is checked and reference container content
under animation - > check animation
under bake simulation → check bake simulation
under deformed models - > deformed models and skin is checked (although I don’t believe you can use deformed models
uncheck cameras and uncheck lights
scale factor - > centimeters
FBX file format → ASCII
FBX → 2013

And here is the result:
This is it in Maya
This is it in Unity

I’ve set the rig to generic and I really can’t find any recent tutorial on exporting an rig and animation from Maya to Unity 5. Any ideas? I think it’s the rig but I don’t really know…

Many thanks for the help!

Max user suggestion -
Make sure you have all the components you want to export selected in Maya before exporting. (mesh & bones)
Does maya have an export ‘selected’ option?
Try to re-export without baked checked in the fbx settings.
Make sure the bone influence in Maya is 4 or less. This is a Unity limit.
There seems to be a little odd skinning on the front left leg. The front left leg doesn’t seem to follow the bone exactly - which is expected when skinning directly to 1 bone, with no other bone influence. Just an observation.

Just realized that when I exported it, the rig wouldn’t bind to the mesh even though I had selected both rig and mesh pressed the bind skin option. I really have no idea why it’s not saving the rig to the mesh…

The same happened to me.
I’m using maya 2016 SP4 and Unity5.2.3.
My animation plays fine in Maya, but when I export them to Unity all the framed animations didn’t play while deformed animations played.

Just try exporting as dae_fbx and putting it into Unity manually.

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well hell 8beat, you got the right one. exported as DAE and animation works. thanks for your input.

6 years later this might not help you, but I had the same problem and for the past 7 hours I’ve been trying to find a solution to this problem because nothing I tried was helping. I was so happy to find the solution I found and thought this might save a bunch of time for someone in the future. // In my case I wanted to import a walk animation from my rigged model in Maya 2020.

What I did was export all in .DAE and selected Bake animation. Once its imported in the assets folder in unity I clicked on “edit” animation, “import Constrains”, looped it and then in the “Rig” tab I selected “Humanoid” as an animation type and then “create from this model” (note that your unrigged model should be in T-pose if you want to do this).
// Once I placed my model in the scene I created a new animator controller in my assets and assigned it to my model. In the inspector under Animator you should be able to see your animator controller for the “controller” and your new humanoid avatar in the “avatar” (which is usually set automatically). Finally, you open the animator controller and drag and drop the animation of your model, so that the animation can start at “entry” (as you press play).

As a somewhat beginner in Unity most answers are not detailed enough for me and I spend hours on research, hopefully all these details help someone save some time, and if anyone has found a more efficient/faster way of doing this please feel free to post it in the thread :slight_smile:

2 Likes

After my experiments, I think the crucial step is to check “import Constrains” in Unity. In my case, with this precondition, you can export the animation with either .fbx or .dae.

@Seaglass15 Thanks from yet 2 years in the future, it is always this kind of joy of finding solutions after hours of researching that make all the hard works been worth it. :slight_smile:

For anyone who is having a related problem and using Maya 2023. The only way I could fix this was by switching to Maya 2022 and exporting my rig from there, I was banging my head against this for two days trying every option, and could not get my rig to export using 2023 at all. Only Maya 2022 worked.