I’ve read that this app can import the skeletal and animations or a character from other apps; But let’s say I use an app like Cheetah3D or Silo to model somehting out. Can I then rig the character and create the animations in Unity?
Also, regarding 3-D character modeling… is there a universal formula for the bone structure of all biped models?
You need to create the rig in external tools.
While it is possible to author animations inside unity - we have a simple timeline editor - i recommend you use a specialized tool for animation.
We import animations from all major 3D authoring tools.
One very good tool for character animation is Alias’s MotionBuilder.
Unity has no requirements on how the rig is setup, it is completely up to the application you use for rigging and animating.
Regarding functionality, price-point, and compatibility within Unity, what would be the preferred modeling/animation suite to use?
This is hard to answer since i don’t know your budget.
AnimationBuilder and Maya is best supported at this point because we have direct mb and fbx importers. So you just hit save, it automatically updates in unity. No extra steps necessary.
We are working with the Cheetah Developer and Maxon to get the same functionality for their tools.
Apart from that it really is personal preference. When you choose one tool, just make sure it supports exporting to fbx.
I was thinking between Cinema4D and Maya. I guess I may lean more toward Maya then. I just wished that the commercial prices between the two were more comparable.
OK, now I have some decisions to make. However, I have one last question. If I do all my character animation directly in Maya, is the workflow process the same when it comes to saving the animations and then immediately previewing them in Unity? Or must I separately use MotionBuilder for the animation?
(On a side note: The last “real” modeling/animation suite that I used was SoftImage 7 years ago. I strongly feel the need at this point to fundementally re-learn a commercial-grade modeling/animation suite. What would you suggest? Cinema4D or Maya?)
Whoa. I just read the other topic regarding FBX A:M exporting. I have A:M. Perhaps that can be the best solution for me from a cost perspective. I’m also pretty familiar will A:M. Hmmm. I hope this option turns into reality.
You don’t need to export to MotionBuilder. You can author animations completely inside maya and maya is quite good at it.
Unity imports maya mb files directly. So no extra steps necessary.
At this point the workflow with maya is better than with Cinema 4D.
We will try to make it as good with Cinema 4D but since it is not entirely in our hands and we have to work with Maxon on this, i can’t say exactly when they will be on par.
Don’t let it scare you away from Cinema4D though. We are talking about a few more clicks when exporting. (Hit Export->Fbx, opens a dialog, then hit a button again, then select where to save the file vs simply pressing cmd-s)
Cinema4D already supports fbx and animations are imported into unity correctly.
Both are good tools. So choose what you are most comfortable with.
I think some of our users might be able to give you better advice on what tool is better for its price.
Thanks so much for all your time. This has all been very helpful.
You are very welcome, Casey. Welcome to the forums by the way.
EL Ballo looks really good.
I even demoed it a bit for you on MacWorld in San Francisco at the Ambrosia booth. Cute game.
Wow. That’s too cool. Thanks for the support.