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Why Mel Scripted Animation Won't Play in Unity
I've acquired a great quad model. I skinned and animated it to a rig build by a Mel script in Maya. It works great as far as editing the animation using sliders and parameters. When I export the animation as an FBX file to Unity3D, it does not animate. Is something being lost in the translation from Mel to the rig? Unity needs a boned rig, is this procedural rig not the equivalent of a rig built and animated with the skeleton tools in Maya? I've check that I have a 'Reference' folder, I've set keys, changed root name to "Hips". Does the bone names have anything to do with a righteous Fbx animation? I'm using the Walkerman Mel Script.
Thanks for any insight on this question.
DD
Answer by kdubb · Jun 03, 2011 at 10:16 AM
It sounds like you are using "driven keys" in Maya. Basically the animation is generated by some means other than regular animation curves.
To solve this, when you export to FBX you need to select the "Bake Animation" option and tell it the start and end frames to bake. What this does is play the animation and record all of the export object's motion as regular animation curves and exports that as the animation. This way you complex Maya rig stays the same but you get an export that works with curve based animation like FBX (and by extension Unity).
Here is the "Bake Animation" option in Maya's FBX export dialog:
Thanks $$anonymous$$Dubb! Though I posted the comment as an answer, I really appreciate your expedient and accurate answer.
digitalDuane
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