Hi guys,
Im currently developing a piece of software for use in Kitchen Showrooms. The animation which is keyframed in maya is of opening doors, attached to units via hinges.
Basically, the scene contains the Door, and hinge as the animation is contained in the hinge, and the Door is parented to this.
The Units (empty carcasses) are a separate Maya Document, with no Keyframe Animation.
I understand, that once the Maya file is imported into Unity, the FBX import settings have to be edited to support the Animation which is done. Its simple a case of “open” 0 - 40 and “close” 41-100. The open and close tags are contained within the code.
In a typical scene, a customer will select a Carcase (unit) and then select their desired frontal (door). In some cases, these units contain Drawerboxes. All the content has the same Animation settings, timings and so on. Once the content is placed live, or for that case staging, the frontals and draws should open on ‘click’. And, they do. The drawerboxes open on click, and close on click. As for the frontals, they do indeed open however they do not close. Due to the fact that the box colliders are placed onto all objects, for usability we decided that the user is able to click the carcase drawerbox to open and close.
The Units contain Animation import data, as do the frontals. So, the non animated Unit, we have the same animation settings ad the frontal so that our code can track whether the door is open or closed. Its puzzling that drawerboxes animated perfectly, where as the frontals fail to close with the same animation settings from Maya to Unity.
Regards
M D Calver.