I cannot figure out why the Lid on this jar opens but the metal “bail” is not rotating and transforming positions like in maya. its like unity is not playing it at all. This object is 2 meshes if that helps… Plays fine in maya.
I don’t know why the clips aren’t animating either, unless you have the lid rigged and the clips are not rigged/skinned.
To fix - create 1 null/dummy object per piece, align each null to each pivot point of the piece they are created for, skin each piece to each null object as rigid vertex weighting. Animate the nulls rotating like the pieces should. The mesh pieces will rotate as they are supposed to when the nulls are animated.
Export as normal fbx, and select - convert animated dummies to bone objects in the fbx dialogue.
You may also need to bake out of Maya - I use Max so - unsure on this last point.
not sure how to do that in maya. Wish I knew the reason to why unity is not playing the animation from the jar with the bail.
OK so only thing I can think of is that the Lid is rotating on the hinge where as the metal bail in maya has transform values along with rotational values. The lid has only rotation values for animation. is unity not registering the transform values in the animation because it needs bones? It seems any rotation works fine without bones but as soon as you want to import a model with transform animation data without bones it does not work which would make sense why the lid animates but not the wire bail. Can anyone confirm if this is the issue?
I figured it out. I needed to attach a joint on each of the Two metal pieces I was changing the transform values on.
So the lid had a joint before?
Did you end up skinning each piece to a bone?
The null process I mentioned would have been recognized as joints in Unity.
Glad you solved it.
The lid did not have a joint. The two metal clamps I added a bone each two and i did not skin each piece to a bone.