.FBX Format exporting - Maya 2013

Hello all. I’m wracking my head now, and really close to giving up on maya for good! Dont ask me how it is the “industry standard” because it is the hardest damn software i’ve ever had the displeasure of laying my fingers on!

so anyways. . . I have made several simple models that i’ve rigged out and developed animations for use in unity. I’m currently making a BIPED Mecanim rig for a unity project. None of my files that i’ve made animations/models are able to export to .fbx format. I keep getting “complex animations” error, which i’ve tried several methods that i’ve found on various websites to clear these problems. . only lending more problems (breaking my animations basically).

So without further adue, i’m not asking you to help me figure out this problem. . i’m lookign to start over at square one and relearn my error curve that i’m struggling with!

What is the process pipeline for exporting a rigged/animated assett from maya to unity in an .fbx format? I’m not asking for a lesson on how to rig, but if there is pertinent controls/constraints information that is needed to clarify, please include that!

many thanks to those that help out. . . i’m really at my witts end with this! I really do appreciate the help!!

FYI: I was goofing around with settings that i’ve read from other posts. . . i found a section where i can change the version of .FBX format to use for my export. I switched it from 2013 to the 2012 version and voila. . . it worked!

HOWEVER, i have a bone in particular that has a PARENT CONSTRAINT control tied to it, and orient channels werent transferred over.

any help is greatly appreciated :slight_smile: