I’m trying to import an FK animation, but when it imports to unity the FK animation doesn’t work. When I bake the IK animation it works fine, but not the FK.
Please Help.
I’m trying to import an FK animation, but when it imports to unity the FK animation doesn’t work. When I bake the IK animation it works fine, but not the FK.
Please Help.
Hello,
what does it means FK/IK.
just checking the obvious; have you checked they are supported by unity?
FK = Forward Kinematic. Rotating each joint, one at a time, from the root of the chain out to the end of the chain.
IK = Inverse Kinematic. Using fancy high-tech kinematic solvers to move a control object at the end of the chain and have the joints higher up in the hierarchy behave predictably.
I guess technically, neither is really supported by Unity, since all the animations need to be baked down to keys (I bake at a step of 1, for a single key on every frame, then have Unity do key reduction on import. I figure Unity will have a better idea of how to reduce keys in a manner it prefers, I may be completely wrong, though).
I shall have to conduct some tests.
No kinematics are imported.
Only the generated bone animations are.
Unity currently imports from Maya
1. All nodes with position, rotation and scale. Pivot points and Names are also imported.
2. Meshes with vertex colors, normals and up to 2 UV sets.
3. Materials with Texture and diffuse color. Multiple materials per mesh.
4. Animations FK IK
5. Bone-based animations
Unity does not import blend shapes. Use Bone-based animations instead. Unity automatically triangulates polygonal meshes when importing, thus there is no need to do this manually in Maya.
If you are using IK to animate characters you have to select the imported .mb file in Project View and choose Bake IK Simulation in the Import Settings dialog in the Inspector.
This is from the Unity website. It says it supports FK and IK, but the FKs I import are not importing correctly.