Considering the file is FBX, it is most likely a problem with Autodesk. Unity natively reads FBX without much of a hiccup. Try opening your FBX in a different 3D program and see if the animation is there. You can use logic to see who has the problem (if you can run animation in another 3D program with that exact FBX, then it is Unity’s fault. If not, contact Autodesk, and ask for an update/hotfix ASAP.
crosswalk 5.0 serie even in XSI 7.01 do same things, you lost the animation data, look like the way they handle it in the fbx file has quite changed , so just use the 4.1 with XSI 2011 it should be fine.
I installed Crosswalk 4.1 but when I try to export fbx with Softimage 2011 the property dialog for [Crosswalk FBX Export] still reads Crosswalk 5.1. Do you know how I can get the 4.1 installation to be also used by Softimage 2011?
Thanks!
(BTW, I thank for your video tutorial. It helped me alot)
I have a simple “ball geometry” which has 2 bone chain upwards (spine) and 2 chain bone sideways (1 arm) when I parent this arm under the spine, and set neutral pose: I start my animation.
So I rotate and plot all transforms for my only 2 bone chains. I envelope them to the mesh. I use crosswalk 4.1 (I´m using softimage 2011.5) and when I import it back to Unity 3D, the arm appears twisted inwards (I know…I know…axis problem).
The thing is that I am living hell with this for 4 straight days, I can´t solve this.
I tried Maya and MAX they both export the simple ball geometry with bones, perfectly well (including animation).
Softimage is doing something wrong. I haven´t tried modtools, but I don´t see where the difference is.
Crosswalk 5.1 and SI 2011.5 …in unity 3.1…I mean…this SHOULD work straight out of the box…
What´s going on…?
How is everyone else solving this issue with Softimage and Unity 3.1?
Total shot in the dark here, but try animating without using Rotation; only use Move transformation. Try exporting something done that way as a test and see if you get the same results. I have had some problems with exporting animation that had bones with rotational animation data on them get FUBAR’ed upon export, but doing the ‘same thing’ with pure move transformation and all is fine. (mostly had this problem with exporting to .x, but it sounds familiar).
I was referenced here about an FBX texture map problem. But Crosswalk 4.1 retro-grade did not work for me. At least not for texture mapping support.
But…
What did work was exporting to Maya through crosswalk (4.1) using the COLLADA format (.dae). It looses the texture, but keeps the mapping so you can import the texture manually and connect it inside of Unity.