Hello everyone, I am relatively new at Animation in maya and working with unity.
Using the FBIK skeleton in maya I have managed to model a character I have created, but it seems when I exported it as an FBX file, the animation doesn’t cross over into unity, I have spent the past week trying to solve this problem, exporting it with FBX baking the simulations and doing everything i could think of. but the animation doesn’t seem to be there when i import it into unity.
any help or advice is appreciated! thanks for your time!
-Edinstein
My first piece of advice would be to just use the .ma file and let Unity export to fbx how it likes it. You’ll need Maya installed on the same system where you are using Unity, but you don’t need to register it. That’s called command-line Maya and is how AutoDesk provides build-farm support for customers, which means you’re not breaking any licensing. If you have it registered then all the better, since you can then edit in-place and Unity will re-import it properly.
I have Unity and Maya on the same machine, i just tried to import the .ma file into unity and the animation still doesn’t seem to work. I am pretty sure im just not doing the things necessary to export the animation properly. I have tried baking the animation in maya, and deleting the non-deformer history. Is there anything else you might think of that I might not be doing correctly?
Are you referencing a rig, or any other file for that matter? They will need to be imported into the project as well. Otherwise we really don’t do anything special ourselves. I’ll have to defer to the experts on this system