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Animation shakes in Unity (fbx import from Maya)
I have had this issue when importing from Maya for over a month now and I have spent countless hours trying to find a solution with no luck.
I have a basic ik rig in Maya (no bells or whistles just bones, control objects and skinning) that I am exporting into Unity via fbx. Being that it is an ik set up I have baked the animation and deleted my ik's and effectors. I use the "@" naming convention and bring it into Unity. Everything plays as it should, however, throughout the animation the character will shake as if it has a turbulence modifier on it or something. Thats really the best way I can describe it.
I have tried every way of exporting I can think of. I have tried different versions of the fbx export, importing the .mb file directly, baking in Maya, baking with the fbx export. I have even stripped my rig down to just the core essentials.
Does anyone have any idea why I still get shaking in my animation?
I'm having the exact same issue.
I have a character holding a pistol with both hands. The pistol's animation is fine, but the hands are shaking a bit and passing through the pistol. From a First person view, it's really annoying.
I tried exporting from a 2009 to 2014 FBX exporter with the same result. When I import the exported FBX file in another software, it looks great. Only Unity has this problem.
Anyone found a solution?
Six years later, did you manage to sove it yet? I have the exact same issue with 3DS $$anonymous$$AX 2017 student version. Not FBX export version seems to solve it. Though, i get the least amount of jitter with the 2012 version.
Answer by Laiken · Apr 28, 2017 at 02:26 PM
This question is old but it's the first to appear when you type "unity animation shaking" in google. So I will be telling how I fixed that problem for ppl that type that in google in the future.
This solution is for Blender, but Maya probably has a similar option: In the fbx export settings there's a tab called animation (below "fbx version"). Click there and then change "Simplify" value to "0" (default is 1)
In Unity you probably need to turn off animation compression for that animation too.
Answer by Paulius-Liekis · Dec 17, 2010 at 08:43 AM
Maybe you have your character faraway from the center of the world? That could cause shaking due to floating point limited precession
I placed my character right at the center of the world and it was still shaking. Good suggestion though, I didnt know that could be a problem. Thanks!
I have the same problem, the IDLE animation (and weird, coz it is only one from all of them) shakes, in the way the character gets slightly expanded for a frame or 0.01 sec and then gets back to normal appearence. And that only happens in the transition from the last frame to the very first one. I changed the export option for earlier FBX, but didn't help. Is there any sober solution for solving this??
Answer by Jack 5 · Jan 04, 2011 at 04:32 PM
We had this problem today and seemed to solve it by using fbx version 2010 instead of 2011 which seems to have bugs. Also make sure that your .fbx settings are not baking the animation again (this isn't necessary as youve already done it in maya) and also check that Unity isn't reducing your key frames in the import settings.
Answer by Danieloks · May 29, 2017 at 06:34 AM
I had the same problem but i worked in Blender. (In Blender) Go to edit mode, select a bone and make sure "Roll" is set to 0. Repeat for every bone.
Answer by KIRANMUDHILI · Sep 26, 2017 at 11:11 AM
Hi Earlage,
i am kiran .you got answer? please tell me solution?
Your answer
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