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Question by Mariammaxy · Dec 26, 2015 at 11:19 AM · animationtexturefbxmaya

From Maya to Unity FBX problems

Hello Unity developers

I am working on a scene that involves a player character, my colleagues are almost done with animating the required states in maya , I asked them to export the characters as FBX... here are the problems I am facing when importing it to unity:

  1. it's in black and white and can't seem to be able to find the textures anywhere to apply it

  2. The character is too large to process, I get many sub objects to the asset

  3. The animation doesn't play

  4. In some files I get only the character head

Should it be exported in another format? Or is there something missing in the exporting process

Awaiting your kind reply

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avatar image Mariammaxy · Dec 24, 2015 at 02:40 PM 0
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Okay , I found the textures in the materials folder they are way to many...

There must be a simpler way around this.....

Again awaiting your reply

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Answer by SteveDizzle · Jan 05, 2016 at 08:17 AM

Hello @Mariammaxy

FBX is a good file format to use, that's usually what I go with but Unity does a really great job of importing Maya MA or MB files as well. Knowing that the animations are not playing in Unity my first guess would be to check the export settings in Maya under File > Export All > alt text

If you are using several different files for animations. You are going to want to make sure that the rig and geometry are the same so that they can work together in unity sharing the same "avatar"

Blockquote "Okay , I found the textures in the materials folder they are way to many..."

Unity will create a materials based on how many shaders are created in Maya. So if the file is unorganized with many unnecessary shaders it might create somewhat of a mess D:

Blockquote "The character is too large to process, I get many sub objects to the asset"

As far as I know this should be okay! Nothing wrong with that.

Blockquote "In some files I get only the character head"

Uh that sounds scary... hah my only thought is to check the Maya file to see that it has a clean history and clean topology

I hope this helps!!!


unityanimation02.jpg (121.0 kB)
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avatar image Mariammaxy · Feb 10, 2016 at 12:31 PM 0
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Hello, thank you very much for your feedback , $$anonymous$$r. @SteveDizzle

Animation Working great I got the full character finally , and the animation is working great , I made sure the animator clear the history and check the aforementioned points

Textures Still problematic I am still struggling with applying textures, any advices on creating the file path and na$$anonymous$$g them before exporting them from $$anonymous$$aya? $$anonymous$$oreover , any step-by-step guide on how to apply those textures accordingly?

Blendshapes New Problem I am facing a new problem, in the maya file certain frames contain blendshapes, however , when importing to unity , I only get the regular animation and the morphing somehow is skipped, what could be the problem?

avatar image SteveDizzle · Feb 11, 2016 at 08:42 PM 0
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@$$anonymous$$ariammaxy

Blockquote Textures Still problematic I am still struggling with applying textures, any advices on creating the file path and na$$anonymous$$g them before exporting them from $$anonymous$$aya? $$anonymous$$oreover , any step-by-step guide on how to apply those textures accordingly?

In $$anonymous$$aya I would go to Window > Rendering Editors > Hypershade. here you can see all the shaders that are currently in the scene. Then in that window go Edit > Delete unused nodes. This will hopefully clean up your file if there are too many shaders to go through. Then i would recommend rena$$anonymous$$g all the shaders that are in use in the scene. That way when you export to Unity it will be nice and organized with your na$$anonymous$$g convention!

Blockquote Blendshapes New Problem I am facing a new problem, in the maya file certain frames contain blendshapes, however , when importing to unity , I only get the regular animation and the morphing somehow is skipped, what could be the problem?

In the picture i posted with the fbx export settings. There is another setting you will have to check. Under the Animation tab there is another tab called Deformed $$anonymous$$odels and under that tab you will have to check off blend shapes or $$anonymous$$aya will not send/bake the blend shape information with the fbx!

Hope this was helpful! Let me know if there are any other questions

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Answer by cmonroy · Feb 12, 2016 at 01:29 AM

When modeling objects, you always have to keep in mind the polygonal count. Sure, a 20K polygons characters looks neat, but since it is not the only object in your game, everything else will add up and eventually you'll end with an unplayable game.

Try to make your models with no more of 3K polygons -even less, if possible.

When exporting your models into Unity, bake all textures, animations and blendshapes and check the scale is 1:1.

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Answer by tubaphc · Mar 11, 2017 at 10:15 AM

I have a problem when I try to export model to fbx in maya and import it into uniny too. My problem is in maya, i made animation for the tail of the cat only, But after it'd been imported into unity, the whole body of the cat moved.

Problem(GIF): http://giphy.com/gifs/3og0ILkZwRGExksoCI/fullscreen

help me please!

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avatar image SteveDizzle · Mar 11, 2017 at 06:10 PM 0
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hello @tubaphc!

In maya before you export the fbx in the settings. Under the "animation" tab, did you make sure that "bake animations" was checked? If you scroll up I posted a screen shot

Also, I love the cat model! Check that setting and let me know if that works! That's the only issue i can think of off the to of my head

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