Animations made with IK rig not working
Hi,
Im new with all this about game development, modeling and animating, so please be gentle if Im missing something basic.
The thing is, when I do an animation in Maya with an IK, I bake it and then bring it into Unity with the model, however the animation wont play at all.
I tried using some other rig that didnt have an IK and it worked just fine with the same process.
Both HumanIK and Quickrig (Both having IK legs and arms) dont work, so my guess is that it has to do with the IK rig.
And yes, I did check to export the animations. Does Unity just not support IK rigs? Am I doomed to use a regular rig? Or am I missing something in the process?
Thanks for your help beforehand.
Alright, I think I kind of sorted it out. I say I think because I haven't really tried to make a full animation and ins$$anonymous$$d just got test animations like moving an arm to one side, but it seems to work, so a full animation should work just as fine.
Here is how I fixed it for anyone who needs it.
FIRST: If you have your model and your animations separated in different fbx's, $$anonymous$$A$$anonymous$$E SURE BOTH THINGS HAVE THE SA$$anonymous$$E $$anonymous$$IND OF RIG IN UNITY! $$anonymous$$eaning, don't have your model rig be humanoid, while your animation rig is set to generic. (I didn't you had to do that with animations too, duh)
If the animations are inside the same fbx that shouldnt be a problem, technically.
SECOND: Check error messages on unity! After i got everything on humanoid it still didnt work. Unity told me that I didnt have a head bone, which was weird since it did have one in $$anonymous$$aya.
Turns out in $$anonymous$$aya the head bone is called "Neck" ins$$anonymous$$d, and unity doesnt like that, so it just doesnt import the head at all. Just rename the "Neck" to "Head" and re-import the model/animation into unity, and that should work fine.
THIRD: Though im not sure if this did anything at all, I've read that you should have bone influence max set on 4 or lower, since Unity doesnt like a higher value. Here is how to change that: https://knowledge.autodesk.com/support/maya/learn-explore/caas/CloudHelp/cloudhelp/2016/ENU/$$anonymous$$aya/files/GUID-2B01ACCC-6CB5-4760-A4F1-2BCDBA3C5DF5-htm.html
Hope I helped anyone with the same problem, now I can say i know the full (basic) process of making a character, rigging it, animating it and importing it into unity, hooray!
Answer by theANMATOR2b · Feb 04, 2018 at 04:16 PM
You are missing something in the process because Unity supports IK generated animations fine. Tuff to know what it is you are doing incorrectly as - it can be a lot of stuff. Safe to say though - it is something in Maya that is not correct. Test re-import of the fbx into Maya to see if the animation is working.
Sorry I don't use Maya - so I can't help with specifics. Unity only requires the bones and mesh - nothing else, so if you are exporting other rig components - you don't have to.
Also check - bone influence per vertex. All game engines only support up to 4 bone influences per vertex. If there are more than 4 bones influencing each vertex - usually Unity will provide some super explosive unworkable results, but that doesn't sound like your problem either. Might be setting up the rig incorrectly in Unity - set to generic and see if it works. Or - are you animating with the non-destructive setup in Maya (Idk the name) - which is not supported through the fbx export process?
Answer by CMartinezB · Feb 04, 2018 at 09:53 PM
Yeah I read on some other post about this that you need to setup 4 influences per bone, which I had set on 5. Still, no result. I also tried renaming my rig bones but no luck neither.
Still, only knowing that IK rigs are supported is good enough for me, that way I know that I just have to keep looking into it. I just started thinking that maybe it just wasnt supported.
I will keep trying out different stuff, watch some other in depth tutorials to see how they put their fbx settings and all, somehow I will get it working.
I know its not the models fault because I got to animate the same model with a different rig, so it has to be the way I make my rigs definitely.
Guess this was ought to happen since no one really taught me how to rig properly really. In a couple of days I will have a basic rigging lesson in class so hopefully that helps me out a bit.
Will update this post if I get any results or find any clues, thank you for your time!
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