Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by Bill Struwe · Mar 17, 2011 at 02:41 AM · animationimportmayapivot

Maya import into Unity, pivot off center

Hi. I have a helicopter, with working blades I made in maya 2011. I use Daefbx to import to Unity. One problem. While in Maya, the copter blade mesh has a pivot exactly in the center (as well as the tail blades). When it's in Unity, the pivot (the thing where you see either arrows (move) circles (rotate) or squares (scale)) it is not where it is in Maya. It is to the left and down, or something like that. Is there a way to fix this in Unity OR Maya? If I try to animate the blades with this problem, of course they go out of their way, and I have to spend the animation every few frames moving them back to "center."

Comment
Add comment · Show 2
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image Bill Struwe · Mar 17, 2011 at 02:46 AM 0
Share

I looked through answers, and I found a similar problem, but the solution DIDN'T Work! It said to click the buttons next to tools : Pivot/Center, Global/Local. It makes it worse.

avatar image AngryOldMan · Mar 17, 2011 at 03:12 AM 0
Share

are the pivots orientation (that is to say their rotation) co$$anonymous$$g in the same? Try offsetting the pivot in maya the amount it moves in unity so that when it comes into unity its in the right place.

4 Replies

· Add your reply
  • Sort: 
avatar image
1

Answer by Nolirneen · Mar 17, 2011 at 03:16 AM

Have you freeze transformed your blades in maya? Freeze transform then delete history. It might work. =)

Comment
Add comment · Show 1 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image Bill Struwe · Mar 17, 2011 at 10:13 PM 0
Share

Thanks for the suggestion, but it did not work.

avatar image
0

Answer by carlosaandres · Jan 18, 2012 at 12:58 PM

Hello!

I just had a problem like that: I had an object witha a simple animation, tilting back and forth around its joint's pivot in Maya. When I exported the first time, its rotation was out of place in Unity. I tried hiting the Local/Global - Pivot/Center buttons, but it wouldn't help anyway... The animation must be imported and played right immediately in Unity. So, I went back into Maya and tried this:

  • In the viewport options, go to Show/Joints to see the joints in the scene

  • Select the mesh of the object

  • Hold down the "D" key to show the mesh pivot

  • Then, hold down "V" in order to align it with the joints

  • Move the pivot until it's perfectly aligned with the joint you want

  • Export .fbx again

  • Import in Unity

  • Hit Play to test

It did work here, and I hope this helps you too!

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image
0

Answer by carlosaandres · Jan 18, 2012 at 12:58 PM

Hello!

I just had a problem like that: I had an object witha a simple animation, tilting back and forth around its joint's pivot in Maya. When I exported the first time, its rotation was out of place in Unity. I tried hiting the Local/Global - Pivot/Center buttons, but it wouldn't help anyway... The animation must be imported and played right immediately in Unity. So, I went back into Maya and tried this:

  • In the viewport options, go to Show/Joints to see the joints in the scene

  • Select the mesh of the object

  • Hold down the "D" key to show the mesh pivot

  • Then, hold down "V" in order to align it with the joints

  • Move the pivot until it's perfectly aligned with the joint you want

  • Export .fbx again

  • Import in Unity

  • Hit Play to test

It did work here, and I hope this helps you too!

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image
0

Answer by Westland · May 31, 2015 at 12:29 PM

I've run into this issue a couple of times and the only solution I've found working, after trying a few, is to move the object's pivot point to the (0,0,0) point in Maya, then export it. That's what always gets the pivot point centered when porting things into Unity for me - instead of offsetting the pivot point (for whatever reason).

Even after freeze transformations, if the pivot point is perfectly centered in Maya but the object exported is not on (0,0,0), it also offsets the pivot point when the object's ported into Unity for me :/

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

2 People are following this question.

avatar image avatar image

Related Questions

Can I make animations snap to a frame? 1 Answer

Animations not appearing in the inspector. 1 Answer

Weird model import 1 Answer

Trying to understand what animation I can export exactly from maya and max to Unity 0 Answers

Can Unity support Maya set driven keys? 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges