Overview
Exporting animations from Maya
Importing animations into Unity
Setting up an Animation Controller in Unity
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1.Export your character as an FBX file
enable your FBX plugin in Maya
Go to window>Setting/Preference> Plug-in Manager, Turn on loaded, and autoload for fbxmay.mll
Open the file with just the character rig,
In this file, we only want the Joints and the Geometry. (no control curves, no constraints)
We are not going to delete the controllers yet, since we don't want to mess up the rig. We bake the joints down to Geometry instead.
In the outliner, select all of the joints, we can do select>all by type> Joints.
Then ctrl select the Geo, do edit>Keys>BakeSimulation (Default setting should be fine)
now we can delete our controls, we would only have the Geo and Skeleton in our scene.
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Select all the joints and Geo,
use the game exporter to export the character.
Make sure
Select export selection,
if you have blend shapes set up for the character, check the blendshapes
uncheck the animation option box
choose the proper file path and name for your export
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2.Exporting the animation
Open the file that contains the animation.
if it is a Cycle animation, make sure to leave out the last frame which is the same pose as the first frame.
I do like to bake everything down manually first to check everything works right in my scene.
Select the Geo and joints, go to edit> keys> Bake Simulation
Then you can delete everything except Character Mesh and joints, to keep the scene clean.
Select the Geo and Joints
Use game exporter
Select export selection
we can export multiple clips
choose the proper file path and name for your export
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3. Import Character and animation to Unity
Drag and drop your Character FBX into your unity project Under Assets>Character Folder
Drag and drop your Character Animation FBX into your unity project Under Assets>Animation folder
To make the animation play on the model, we need to adjust couple of things in unity.
Select your model asset,
inspector tab, Rig
Animation type: humanoid (for a biped rig)
Sometimes. the naming convention used in your Maya rig might not perfectly match the unity setting, you need to configure the rig to make sure it would work properly in Unity.
(My suggestion here would be when rigging for your character, always read the game engine document first, and try to match their naming convention as close as possible. A name matching tool would be very helpful too)
Click on the configure
Manually match the joints
All the animation assets need to be adjusted too.
For cycled animation
make sure to turn on the loop time (Inspector>animation>loop time)
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4. create animator controller in Unity
This is the step to apply all our animation to our model
Right click>Create> Animator controller
we can name it: CharacterController
Drag your animation to the controller view port
You can rename the take 001 to proper naming
In your unity scene, select the character,
Under Inspector tab> Animator
Controller plugin the Animator controller we just created.
Now you can hit play to see the animation working on your character rig.
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