Importing Non-Linear Maya Deformer Animation

Hi there,
I’ve been attempting to get a lake animation working in Unity for one of my shapes. Just some basic ripples.
I’m attempting to do this by baking the animation into it within Maya 3D.

The tricky part about this is that I’m using a deformer to make the waves, and then I’m baking the deformer’s keyframes onto the lake shape.

My problem is that when I export this to Unity, it doesn’t recognize any animation that has been baked into the shape. I’m wondering if my export settings from Maya are wrong, or if I’m not treating the shape right in Unity.

Any help would be massively appreciated.
Thanks,
Dallas

Unity does not support that kind of baked animation, it only supports skin and bones and blendshapes. To get a Geom Cache baked mesh animation into Unity you will need something like MegaFiers which has support for Point Cache import of .pc2 .mdd and Maya .mc files. Or you could even use the noise and ripple modifiers in MegaFiers to recreate your animation. The video below shows it importing a vertex animation from Max but works just the same for Maya.

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Do you think their Mega Cache product would work for this issue? Or must it be the Mega Fiers ?

If the vertex count does not change then you should use Point Cache as it uses less memory and can interpolate between frames, MegaCache is really meant for meshes whose vertex/face count change during the animation. MegaCache will work but you will not be able to interpolate between frames, and it will take more memory as it will have to store vertices, normals, uvs, and triangle data for each frame, whereas Point Cache just uses vertex positions. On the flipside MegaCache playback is very very fast using virtually no CPU time, but looking at your test mesh that will take no time with the Point Cache modifier as well. Hope that helps.

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Is this the Asset you mean SpookyCat?
http://u3d.as/9jj

No actually talking about my own asset MegaFiers

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Hi SpookyCat,

Just purchased MegaFiers for Unity and I’m running into an issue with importing a cache from Maya. I had a few deformers on a mesh and I exported it using Geometry cache with a .mc format and I keep getting a Mapping Failure in Unity.

I have Optimize Mesh turned off and my cache is using local space and the same exact keyframes as the animated FBX I’m exporting out of Maya. When I apply the cache in Maya, the deformations work fine.
Do you have any thoughts on what might be causing the problem?

Thanks!

@kurtiswoww - Thanks for the purchase, if you could submit a support ticket at our website Support « MegaFiers and if you could upload your fbx and cache file and include a download link in your ticket we can take a look for you.