Problem with animation from Maya -> Unity. why ?

Hi,
we are a student team and we start the importation of our animated character in Unity and we have a lot of trouble. We have a lot of errors (I’m not the graphist who design this with Maya, I’m just a poor programmer ^^’ but I post the topic for him).
So one of 165 errors is (1 error per ctrl) :

This animation is no correct in Unity all the mesh move whereas only its members must move.
If you have some tips, correction about this mesh (I’m not graphist so I don’t understand all Maya things), and all mistakes that he has made.

I hope he don’t need to restart all modeling and anim :confused:
The file can be found here (Maya 2012) : 839512–31287–$jia_animation_marche_1.rar (270 KB)

Thanks in advance for all your advices and to flush out the error he has made :confused:

When exporting an animation from maya to unity, you have to be aware that most part of the rig won’t be exported, like controls, constrains etc.
It’s good to use the fbx format to export animations from maya to unity, but for this you have to follow some steps:
-bake the animation to your joints
-have a simple rig (basically mesh and bones only)
-be sure that you have the bind pose at the 0 frame
EDIT: also, be aware of the working units (meter, inches, centimeter…), in maya, in the fbx exporter, and unity. It’s kind of a guessing game in this particular part, the softwares don’t seem to have a pattern, and scaling imported animations on unity may sometimes break the whole thing.

A good script to help you in this process is the icActorTools, it works very well to help exporting animations in fbx to unity, because it creates a new and separete bones hierarchy in the exact same place as the original one, than it “follows” the animation through constrains, bake the animation, than export just this new group with the animation.

I hope i helped, me and my co-workers took a good time trying to find ways of exporting and importing models and animations without collapsing inside unity.

It seems we still have the problem. So I think it’s maybe in the maya file we have the problem :confused:
There is someone who know Maya well and who can just take a look in our file to say us what we have wrong in it :confused:

Because, after importation in Unity with 4 different methods we still have this result : http://youtu.be/DqWo4Jo0YXU → this is a walk animation
and in maya the result is like this :
http://youtu.be/I0vdgFnMbiY
→ The skinning seems buggy but it’s because we try to repair the error that it has been altered so the problem is elsewhere.

Why there is a problem ?

If someone have an idea, this can save us we already lose 1 week on that and we’re kind of stuck ^^“”

If you can attach the MA file, I could open it into Maya 2009 and see what I can do.

(MB file doesn’t work with the ignore version options o_<)

PM me if I do not answer the next day.

Our graphic resumed the skeleton and animation from the beginning. Looking at what we proposed on the net. For the moment, it works. If we encounter others problems, we will get back to you :).

Our .ma file was this (because we would like to know where could be the errors) : 841326–31375–$Jia_animation_walk.zip (408 KB)

Thanks in advance for your help and your attention to our question!

Wow, opened the file into Maya 2009, and you are maybe using extra features from last Maya’s version…
Then if 2009 can’t deal with it, I am sure Unity got sick of it! O___O!!