Failing at Importing Maya Rig/Animation Into Unity

Good afternoon,

So, I’m currently trying to run some animation/import tests with a fairly complex animation rig. I actually know scant little about TD, so my level of trouble shooting has been slim.

I’ve attached the Maya file (8.5, I know, I know, sorry)for review.

Thus far I’ve tried:

Test 1: Don’t key the base ring - FAIL

  • Cleared non-deformer History
  • Didn’t Key the base ring

Test 2: Tear out unnecessary blend shapes - FAIL

  • Deleted Facial Blend shape controls from Blend Shapes editor
  • Deleted face attribute control
  • Deleted Body smooth attribute control
  • Didn’t Key the base ring
  • Cleared non-deformer History

In both instances, it imported an utter wreck. Is this just an entirely lost cause? Is the rig too complicated? What/how could I modify the rig so as to let me import into Unity?

As an aside, I’ve also been experimenting with the Maya Rapid Rig plugin floating around online. I’ve yet to successfully import that either. Unity doesn’t like animations…

Thanks for all your help. Anything would be great. I’m nearing the very edges of my TD knowledge here.

ALSO, I’m trying to attach a file of the work file, but this forum keeps telling me “No post mode specified” or that I have an Empty File. What does that even mean? ARGH!

Unity ignores morphing/blendshapes vertex deformation on import. there are some guys here on the forums that wrote some custom code to do it though.(most games use skeleton only, and blendshapes/advance rigs in cinematic events and sometimes ingame)

And all i know about rigs with Constraints/driven keys , is that you need to bake the animation before export(or at export) from your other 3d package.(skeleton rig)

somehow if i bake animations in other 3d packages, unity can still blend/crossfade them. so thats how i’ve done it, but i’ve kept it basic.

there are probably some good solutions on how to import rigs properly, but this is my suggestion for now.

if you still need help on this I can post a walkthrough.