Curves in Maya, takes in Unity?
Hello everyone!
I'm coming ot you because I'm facing an animation problem, and I can't find anything about this on google...
Let's say I have a model of a furniture. I have no rig, but I use the set driven key to animate the parts of it. For instance, I have a Curve in Maya with a set driven key for the rotation of the door and other related thing such the hinges. I have a second curve to animate the drawer.
Well I've got to export all of it in FBX (format used by my working place), and reimport in Unity. When I export in FBX, I have the error saying Maya had to bake my animations because I know Unity doesn't work with driven keys. But the problem is everything is baked in one take, named "take 001" in unity. I'd like to have one take in Unity by curve created in Maya?
Thanks a lot for you help!
Mariska
The "takes" are nothing but segments of animation over time. You can split them "in series", but you can't split "in parallel" like per-object animations or per-curve animations. This is something you can experiment with rig import settings though. Though, I don't know the complexity of your driven keys in $$anonymous$$aya, but things like this can be setup in Unity.
Answer by MariskaA · Feb 18, 2017 at 12:10 PM
Hello,
Thanks a lot for you answer! Could you tell me if there's a way to split the animation in timeline in maya before exporting in fbx so it's already split in Unity? And bonus, if I can name the takes before the export in fbx too.
Thanks!
Ah sorry, my years of $$anonymous$$aya are way behind. But I found this. Good luck!
Sorry for the answering delay, thanks a lot for your help, I'll check this!