sorry.. another maya animation post..

so…
its been kinda a process getting my maya animations to import into maya…
thanks to alot of help from everyone around here!

anyways… heres the new problem…

i have a character made of plains…
some of the planes work fine… and some dont.
they go flying off into space…

the problem is that its totally random which pieces dont work…

i import it into my game… and its the smile that flys off… but if i import it into a new file its the eyes that fly off… and the smile is perfect.

its totally making me nuts… ive messed with every setting i can think of… import stuff… baking keys…

when i import the fbx back into maya… everything looks fine!

heres a picture of what im working with…

sorry for the long winded post.

If you would care to share the Maya file, I can try and take a look at it.

that would be awesome!

http://juiceboxanimation.com/cliff/unity/

i put the maya file (2011), the fbx, and the texture…
in unity i use the transparent/diffuse material…

if you want i can put up a file that works in older maya versions… but the fbx should work as well…

thanks so much for all the help!

i totally am gonna need to repay the karma somehow!

Well I took a look for a bit, and while I didn’t solve the issue, I found a few things I would recommend you look at.

First, I would combine all the individual meshes into a single mesh. I know this is a pain in the ass, but it will reduce the number of skinClusters down to 1, which is going to make tracking down the issues. Combine everything into a single mesh and re-weight it.

Next make sure you don’t have any strange transforms going on. I would say to remove all the groups on top of groups etc. Doing things this way (groups on groups inside groups) often leads to double transforms, which when I look at the animation in Unity, is what it looks like is going on. A quick browse through the hierarchy you have in the scene, I saw some groups that had a scale of 3.something, and others that had scales of .8ish. This could lead to the eyes and mouths shooting off out of control.

Ideally what you want is the skeleton hierarchy, and the mesh. No groups no nothing.

While I have no proof that any of the above will fix the issues, you will end up with a nice clean scene, which appeals to the Tech Artist in me. If I were to put on my Tech Artist hat…I would say to name the joints! But thankfully, I don’t have that hat handy.

Let me know if that helps any. If I get more time, I will dig in a little deeper…

haha!
thats funny… the second i sent that post i was like…
uh oh…
if i showed that to anyone i work with they would have given me the clean up your damn scene speech i get all the time!

but since i dont ever work on games i never think to combine meshes and generally keep it low…

so, thanks! ill give it a go right now.
It definitely looks like a double transform…
just weird that it happens sometimes to one thing and not another…

ok.
So i cleaned up the file… and it helps alot…
now everything seems to be in the right place…
except for when it transitions to different mouths…
i had to move the mouths way under the geometry since if i hide them behind it… you can still see them…

so what i think its doing now… is that the animation we are seeing is the in between keys stuff…

and i dont think there is anywhere in unity iphone to mess with curves…

i turned off the keyframe cleanup or whatever its called…

i put up a new file that mostly works… but if you import it into unity you will see what i mean!

crazy. thanks again for all the help!
maybe what i will do after this, if anyone cares, is make a good checklist for people to look at so they dont have to ask all this stuff again and again.

and again.

heres the new file by the way…

http://juiceboxanimation.com/cliff/unity/MtFudge_works.fbx

in case anyone reads this…
it seems like i am a little s.o.l., since unity iphone doesnt really work with linear keys.

thanks melmonkey for all the help!

hmm…

I do not understand why you talk about animation curve or linear key…

If really you have a problem, select your bones, start a “Bake Animation” and choose “one frame every frame”.

Export your datas as FBX and it will work well under Unity (ihpone or not iphone)

when exporting with FBX you can also choose to bake your animation frame per frame.

Here is the command to activate the option from the script editor :

FBXExportApplyConstantKeyReducer -v 0;
FBXExportAxisConversionMethod convertAnimation;
FBXExportBakeComplexAnimation -v 0;

hey sama!
i do bake every frame… i even scaled the keys closer to each other… so there is say one at frame 5… and the next is at frame 5.1 or whatever…

In Maya there is a snap mode in the Animation Editor.
Can’t you select the “bugged” frames and snap it in on a no float key value?

Or with mel script there is another way.

You can :

  • bake your animation.
  • get the list of all the key for each component and objects/bones having animation.
  • delete all the key value it doesn’t match with an integer range…

If you could send to me the Maya scene I can try to do something in this way :slight_smile:

(Maya 2009 or *.ma file please)

hey sama!
it would be awesome if you wanted to take a look at what im doing…

heres the fbx file…

http://www.juiceboxanimation.com/cliff/unity/MtFudge9.fbx

heres the asci from 2011…

http://www.juiceboxanimation.com/cliff/unity/MtFudge9.ma

heres the texture… makes it easier to see…

http://www.juiceboxanimation.com/cliff/unity/mtFudge_v004.tif

in maya everything looks great… but as you can see in unity its not so great!