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Can't get .fbx to animate in Unity!
So I made a sample animation in Maya, took a Cube, froze it's transforms and made a quick keyframe based animation and then exported it as a .fbx, in the export options i baked the frames kept constrains blah blah, Import it into Unity and the preview plays fine but when I drag it in and press play it doesn't rotate. I've even tried the "Loop Pose" option but it has no effect... is there an option in Unity that allows for looped animations to play?? What am I doing wrong here?
When you press Play does your log say something like 'this animation must be flagged as legacy'?
Unity won't sense animation unless the object has an armature/rig/bones.
Is your cube rigged?
I'm having what I think is a similar issue.
I have a male and a female character. Both skeletons are set up the same (na$$anonymous$$g/heirarchy) and I'm hoping to reuse animations from one to the other. Currently, the lady won't budge when an animation is applied in the inspector. I would expect a messed up animation, but ins$$anonymous$$d nothing happens.
I'll post this as its own question if you guys/gals think this is a separate issue.
$$anonymous$$aya 2014 Unity 3.41f4 multiple FBX exporter versions
Answer by ShinyTaco · Aug 30, 2013 at 01:42 AM
Did you change the Animation Type to Legacy?
Thank you!! Under "Rig" I set "Animation Type" to "Legacy" and it plays the animation. :D
but what if after setting the animation type to "Legacy" and the animation still doesn't play in the Game View and in the Animation Pane under the Inspector?
What is your object that you want to animate? (Is it a human, or an object). I'm guessing it's not human. Do the animations even play in the animation preview window?
Is the Legacy option in the FBX exporter dialogue? I'm not seeing it in Unity.
@thesfid - it's not an export setting - it's an import setting in Unity (under the "Rig" tab when you select an FBX file)