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Question by intrikit · Jul 15, 2013 at 05:58 PM · animationmaya

Trouble importing simple animations from Maya

I have exported an object out with a simple rotation animation as an FBX. Made sure the export animation boxed is ticked but importing it into unity, the animation does not play. I know that I can animate a simple rotation just as easily in Unity, but it's the principle. Any ideas would be appreciated. thank you!

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avatar image InfiniBuzz · Jul 15, 2013 at 06:01 PM 0
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How did you try to start the animation? what code did you use or how did you import? Under Import Settings Rig tab you probably need to select legacy. Did you configure anything? check this page and its links

avatar image intrikit · Jul 16, 2013 at 07:15 AM 0
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thank you. this works. however, now the constraints i created in maya (i made a ferris wheel with the carriages constrained to the wheel in a way that they do not rotate with the wheel) don't import. the carriages remain still. i've tried tweaking all the settings to no avail.

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Answer by rowdyp · Jul 16, 2013 at 05:46 PM

did you bake the animations directly in unity under the animations tab?

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avatar image intrikit · Jul 16, 2013 at 06:08 PM 0
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it wouldn't let me bake the animations in unity as i exported it out as an FBX. i did make sure to tag it to bake animations in maya though.

avatar image intrikit · Jul 16, 2013 at 06:16 PM 0
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so... i just saved it out as a maya binary file and tagged the bake animations in unity and not in the FBX exporter and it worked!

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Answer by scarletshark · Jul 16, 2013 at 05:44 PM

You really need to learn not just how to play animations, but how to create game-friendly rigs. Your ferris wheel isn't working because your point constraints aren't baked the way you expected them to be. Or maybe you forgot to click "bake animations" on the animations tab (I'm assuming you are using a Maya Binary, and not an FBX)?

In my experience, it's better to make a different kind of rig. In this case, It would be interesting to try making a skeleton where the root node is the center of the ferris wheel, and there is bones for each carriage. Only animate the rotation of the root bone, and add rigidbodies to each of the child bones. This would simulate physics on the carriages, like a "ragdoll."

Let me know how it goes!

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avatar image intrikit · Jul 16, 2013 at 06:07 PM 0
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i'll give this a shot. thanks!

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