Hello guys, I’m trying to export individual animation files from Maya and I’m confused by a number of things.
First (and I might be wrong on that) in my mind an exported animation is a list of keys and values of joints changing over time. And usually a default “binding pose” (a frame of reference) is included. So again, the way I understand it, no geometry is involved here, since that animation will be later applied to a character rig which contains all the deforming meshes.
So I would like to know how is that supposed to be done exactly? My goal is to be able to export animations from Maya and apply them to the player character in Unity (which of course uses exactly the same rig, since it’s the same character).
I have tried exporting .fbx files with a group containing just the animated skeleton and the animation comes through fine, but then I don’t know how to let the player character know it should use it. When I select the player character asset in the Project panel and click on the Animations button I can only see the animations that were exported at the same time as the rig itself. But how do I “drag-and-drop” my new separated animation to add it to the list?
I have read in the docs that if you export an animation with a file name like “myCharacter@myAnimation”, then Unity automatically adds “myAnimation” to the “myCharacter” animations list. But it doesn’t seem work…
Oh and I use the Unity 4 beta, Maya 2012 and the 2011 version of the built-in Maya .fbx exporter.