- Home /
Animation Import problem, animation plays differently from modelling program (Maya)
I am having a strange problem while making some animations work with a 3d humanoid model. I have separate fbx files each for the model(tpose) and the animations. When I import the said animation which depicts the player sitting on a chair, when I look at the preview its seems the player is sitting in the air, though in Maya the feet are at y = 0 for both the tpose and the animation frames. I definitely see some warnings in the import messages when setting the avatar for the animation. If the tpose and the animation are baked in a single fbx then everything works fine, in that case I have the animation and model in one place. Third thing, If I make the model sit as in the first frame of the animation, export it into a separate fbx and then if I try to set the avatar of the animation file to that of the seated one, I still get some import warnings but the feet remain at y = 0. Finally I am able to solve the problem if for the first case I set the Root transform position Y offset to 0.3. Solved the issue but still not sure what caused this. Seems to be a blind workaround. What caused this can anybody help me with this.
Your answer
Follow this Question
Related Questions
Can I make animations snap to a frame? 1 Answer
Vertex based animations in Unity 2 Answers
Animating in Maya or Unity 0 Answers