Windows 64-bit Maya 2014, FBX 2014.1, Unity 5.0
Hi everybody. So I’m having a problem getting an animation out of Maya and into Unity.
The animation bakes to the bones, no problem. Delete the rig, no problem, mesh still moves as it should. Select mesh, export selection, makes a nice little fbx. I’m pretty sure the problem is in the Maya export settings, not on the Unity side, because when I bring the .fbx into Maya to check if everything is working, my character is stuck in T pose and doesn’t move at all.
If I try bringing the .fbx into Unity just for the heck of it, it won’t move at all in the scene. In the inspector window though, the character is stationary but the CAMERA seems to be moving in the exact same way I made the hip controls move in Maya. I’ve never seen anything like it before.
My current export settings look like this:
Please note, I’ve tried turning “Bake Animation” on and off and it doesn’t seem to make any difference. No camera, no lights, I’ve also tried turning Constraints and Skeleton Definitions on and off. Does anyone have any idea how I can fix this?
try keeping the rig. the moment you delete it in Maya, the skin cluster node goes away with it, leaving your mesh not animate-able
Thanks for the response! Sadly it doesn’t work. Oddly enough, when I import the fbx into Maya, I can see all the joints moving as they should, it’s just that the mesh is stuck in T pose. Really weird.
Oh sorry. Forgot to mention that you need to check the Deformed Models tickbox. Just keeping the rig will not help
No, it’s ok! I kept the rig too. I’m not using any deformations, do I still have to check that box? All I’m doing is translate, rotate.
have you tried exporting it with the checkbox ticked?
and, try to use the “Export All” option.
OH MY GOD IT WORKS I don’t really understand why it works but it does!! I had tried both Export All and ticking Deformed Models before, but I must have had something else not ticked, or something, I don’t know IT WORKS! Thank you!
You are welcome Glad could help
You may also want to make it a habit of cleaning all non-deformer history to ensure your mesh and rig are clean, so that the skincluster node stays at the top of the input list.
I had the same problems as you. I was pulling my hair out while I encountered this some time ago
It may be possible that this is a bug, but I cannot be sure though. I’m using 2012 32-bit and Unity 4.5.
It may have to do with the fbx settings or other preferences in Maya. I am still exploring this area
I have Maya on two machines: on one FBX export with animation works fine, on the other it only works if I “export all” instead of just the selected. I can’t find any other difference between the two setups (both current, both same plugins, etc.)
I had been struggling with a similar issue for a few weeks. Only some animation was being exported correctly. Some transforms had flat curves where I expected a change in value (animation) to be. I was able to solve the issue by setting the animation evaluation mode in the Maya preferences from parallel to DG. It seems that when using parallel evaluation, some nodes in Maya were not being evaluated during the export process.