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Animation not importing into Unity with the same curves as Maya
Hello,
I am fairly new with unity, forgive me if I ask a stupid question but I promise i've looked everywhere for the answer before asking.
I a have a character in Maya fully rigged with animation on it. It's curves are clamped, and the animation is exactly as I want it. When I bring the animation into Unity as a .mb file, it isn't playing the exact same way as it does in Maya. When brought into Unity, their are extra curves somehow, and there is alot of jittering/wierd in-between poses that shouldnt be there. I have tried baking the animation in maya, not baking it in maya, exporting as .fbx, turning off keyframe reduction, setting the tangents to "import", and I still can not get the animation to play exactly as it shows in Maya. Does anyone have in idea of what the problem could be? Any information is helpful at this point.
Again, I am just trying to get my character with animation into unity without having to alter any animation inside unity to make it look right.
Thanks!!
-Auri
Answer by Ashment · Jan 14, 2011 at 06:42 AM
Hi Auri,
Does your character have rigid body or character controller. if you do have rigidbody, and you try to access "transform.Translate(x,y,z);" then even a cube will jiggle/shake. try using a character controller and use the simple move function. I hope this is what you are looking for, and hope this helps Earlage too :D
-Ashment-
Answer by Earlage · Dec 16, 2010 at 04:25 PM
Auri,
I have been having this same issue and still havent found a solution. I found that if you export as a 2010 fbx that it plays the animation better when brought into Unity. It gets rid of the tangent problems, but my animation still shakes as if the character had too much caffeine or something. Its been very frustrating and Im not sure exactly whats causing it. Did you ever find a solution?
Or has anyone ever delt with this before? Any input would be greatly appreciated!
Answer by SinisterMephisto · Jul 23, 2011 at 02:20 PM
Unity modifies you animation especially when you split it in unity. Its a really stupid bug. I have been trying to fix it and yet no one seems intersted in fixing it.
http://answers.unity3d.com/questions/146760/how-do-i-modify-a-keyframecurves-tangent-in-code.html
Answer by crogers · Jun 25, 2012 at 09:27 PM
I keep filing bug reports with Unity about this and keep looking for answers..... They still havent replied.
Look at your animation curves, Unity has probably butchered them when they cross 360 in rotation.....
Answer by killer_mech · Jul 10, 2018 at 03:27 AM
I had this same problem when one of our animators imported maya models in unity. Problem was Unity modifying the curve values so some extra animation was seen in the clip when I compared it to orignal curves. The solution I found out was changing Animation Compression from Keyframe Reduction to Off which allowed me to import same curve as from Maya. Hope this helps someone incase it is needed.