Hi, thanks for reply Paulius
I’m sorry for not being so much clear.
Trying to explain myself better.
I have this rigged character, and I need to move the torso bone within unity (mouse control).
Let’s take out the maya-made animations from the discussion for now.
So I only have this thing, rigged with soft bind for the body parts, and rigid bind for the armor parts.
Just when trying to import that into Unity (manual FBX export, since the auto fbx doesn’t work anymore, i guess since i installed Maya 2011, that may have screwed up the export because of fbx2011 - working with 2010 anyway, and using fbx2010 or 2009 to export) the body parts show up, but not the rigid binded parts (any of them).
And i don’t know why.
I think i tried almost every single export options but no luck.
In the img posted before, the armored guy with the gun had the armor pieces NOT rigid binded, but constrained.
AND, that led to the fact that i had to forcefully bake everything to make those follow the animation (hence cutting away the possibility of animation overriding)
As for what the animation overriding is concerned, i tried a really simple script, that’s really something like this:
var myJoint : Transform;
var pos;
function Update()
{
pos = Input.GetAxis("Mouse X");
}
function LateUpdate()
{
myJoint.rotation.y = pos;
}
also used myJoint.rotation.y += pos to have a slightly less jittered motion, but anyway that doesn’t work IF THE MODEL IS ACTUALLY ANIMATED (and the animation started obviously).
IF the model HAS animations but it’s NOT playing animations, that works flawlessly.
But if it’s playing some sort of animations, every time i use that script for example, every tot frames the position returns to the original animation driven one, and so i have a really unusable jittery motion
//ENDING THOUGHTS//
Since i had those problems, i thought “Hey, why just not animate for example the legs in maya, or everything directly in unity, so that my torso bone does not have keyframes and i’ll be able to move it accordingly to mouse movement?”
And so i rigidbinded the armor pieces (to make all the upper body parts follow the torso bone), and, for the soft skinned parts, it works of course.
The problem is, the rigid binded things do not get into unity (even if I see them in the unity hierarchy).
Hope i’ve been a little clearer now.
If you need and want i can provide you with the actual .mb or .ma model i’m talking about via PM.
In the unity part there’s really little to share, it’s a simple fbx imported into it and applied the forementioned script.
Thanks
Akabane