How to export animation from Maya to Unity

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  • เผยแพร่เมื่อ 26 ส.ค. 2024
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ความคิดเห็น • 44

  • @juandavidgallego6679
    @juandavidgallego6679 4 ปีที่แล้ว +9

    Great video!
    Rigging for videogames tutorials would be really useful, thanks!

  • @Herbsttypen
    @Herbsttypen 3 ปีที่แล้ว +2

    what bake settings are you using? when I delete the rig the character is changing to t pose

  • @ritawaa737
    @ritawaa737 3 ปีที่แล้ว +1

    Please!! make video game rig tutorials! I like the your tutorials! Also, I would like to know the books about game rigs

  • @cantwona
    @cantwona 3 ปีที่แล้ว

    Thank you many much! I have some problem so long and now I can fix it because you. Thanks again!

  • @teekeshkumawat5764
    @teekeshkumawat5764 ปีที่แล้ว

    thank you for for this video it is really helpfull video for my kind of beginner in unity.. and now i am having a one more issue in unity.. that how we can export animated textures (sequence) from maya to unity.. can you please help me into it??

  • @Dagocart
    @Dagocart ปีที่แล้ว

    👍🏼

  • @user-mp4cc1dk3q
    @user-mp4cc1dk3q ปีที่แล้ว

    素晴らしい動画とても参考になりました!!感謝しております。

    •  ปีที่แล้ว

      glad to help!

  • @Dagocart
    @Dagocart ปีที่แล้ว

    Cool

  • @yarosyari3516
    @yarosyari3516 3 ปีที่แล้ว +1

    hey space kitty. Animating humanIK. The animation in unity is ok as generic one only, but not as humanoid, because my guns do not hang as they should on hips, but fly in the air. If I attach the weapon to the belt by additional bones from the hands, should it be NOT a humanoid system but generic one in ANY of cases, or am I exporting something from maya incorrectly?

    •  3 ปีที่แล้ว +1

      You are indeed right, if you have more bones than the original humanoid bones, you need to use generic, but the result will be as good as the other one, there should not be problem.

    • @yarosyari3516
      @yarosyari3516 3 ปีที่แล้ว

      At last somebody had clarified about

  • @prashantvyascg9499
    @prashantvyascg9499 2 ปีที่แล้ว

    I want to export multiple animation from maya to unity

  • @bilosofie
    @bilosofie 2 ปีที่แล้ว

    but what if i have like 3 animations or in my case 12.. how can i do that with multiple animations..

  • @bilosofie
    @bilosofie 2 ปีที่แล้ว

    much much love n respect vero..

  • @Psychobun
    @Psychobun 3 ปีที่แล้ว +1

    Para animar usando controles y que luego esa animacion pase a los joints en unity, hay que hacer una configuracion especial ?o simplemente a darle bake ya basta? 👀👀

    •  3 ปีที่แล้ว +2

      Con solo bake :) y exportas geometría y joints!

    • @Psychobun
      @Psychobun 3 ปีที่แล้ว +1

      @ muchas gracias, entonces ahora puedo irme a la segura cuando ya tenga que animar, muy buenos videos ten un excelente dia

  • @A_itya
    @A_itya 4 ปีที่แล้ว +1

    Hey
    Nice information
    Could you please make tutorial in hair dynamic rig...

    •  3 ปีที่แล้ว

      Hi 👋 please check my new video on this topic here:
      th-cam.com/video/LIPeB-AX9IU/w-d-xo.html

  • @theauditor322
    @theauditor322 3 ปีที่แล้ว

    You're a lifesaver, thanks a ton!

  • @michisumi4334
    @michisumi4334 3 ปีที่แล้ว

    I would love a video on how you modeled the cat!

  • @3DeeFanatic
    @3DeeFanatic 3 ปีที่แล้ว +2

    Hi Veronica,
    Do I need to combine all the animation cycles into one FBX before exporting ? Or can I use a separate FBX export for each animation cycle ?
    Awesome tutorial btw. Thank you ! ^_^

    •  3 ปีที่แล้ว +3

      Both are good options, you can export the model with rig alone as "CharacterName" and the animations separately as "walkcycle", "idle", etc.
      Or have One file for the character and One file for the animations, this last one I preffer because exporting is super fast, but maybe for updating animations some people may think it's clumsy... So it will depend on your workflow 😊

    • @3DeeFanatic
      @3DeeFanatic 3 ปีที่แล้ว

      @ Great ! Thank you for the quick response :)
      I think I will go ahead and export all animations separately. My only concern is will it affect Unity's performance ?

    •  3 ปีที่แล้ว +1

      @@3DeeFanatic sorry, I didn't see this response. No worries, the size is exactly the same, because all animations in one scene also export independent, so at the end of the day is the same amount of files in Unity :)

    • @3DeeFanatic
      @3DeeFanatic 3 ปีที่แล้ว +1

      @ Great ! Thanks again ^_^

  • @animepedia8506
    @animepedia8506 3 ปีที่แล้ว

    Hello mam I need a help can you help me out.
    I use Autodesk Maya to create 3d animation. Recently I take a work. It's a 45 sec animation. Clint requirement is the finale file should be save in fbx or unity. I never use unity or fbx option before.
    After I completed my animation in Maya . Then I follow the steps you shown in video but after saving it the model and the animation got distorted. Can you help me out what should I do to fix it

    •  3 ปีที่แล้ว

      Yeah, there are some limitations in Unity, for example:
      1 If you animate non uniform scale (squash stretch done by scaling one axis or the 3 of them with different values, or just simple scaling but not uniform may cause distortion). As far as I know the way to fix this is by using blendshapes for the squash n stretch or use translations instead of scale.
      2. If it's getting other type of distortion, like limbs getting out of the position may be that the orientation of the joints is not consistent or the skeleton is not fully attached. Check that and try again.
      3. When exporting Maya tells you in the window if there are errors, if not, unity also tells you as well when importing, check that info to find out what could be happening
      Hope that helps, cheers

  • @3DeeFanatic
    @3DeeFanatic 2 ปีที่แล้ว

    Hi Veronica,
    I'm having trouble with my character's feet and legs when importing into Unity and I have not been able to solve this problem. I'm using the Generic Rig setup. Are you able to help me with a one on one session ? Can we talk in private ? I can send you the FBX file if needed.

  • @yarosyari3516
    @yarosyari3516 2 หลายเดือนก่อน

    My scale animation is ok from maya to unreal, but one is in unity is tooo scaled, how to make scaling in unity correct?

    •  2 หลายเดือนก่อน

      what do you mean by too scaled? like too big or too small? maybe the units in your map in Unity are different from maya, maya is in cm, I dont remember about unity but may be in meters?

    • @yarosyari3516
      @yarosyari3516 2 หลายเดือนก่อน

      No, unity just doesn't support scale animation like unreal, there is a paid plugin I saw but it's not ok anyway..
      unfortunately

    •  2 หลายเดือนก่อน

      ​@@yarosyari3516Ohhh! I get you now, I'm going to make a tutorial for that tomorrow, is a little trick you can do to the joints in Maya so they scale correctly in Unity

    • @yarosyari3516
      @yarosyari3516 2 หลายเดือนก่อน

      d u mean separate support bones? )

    • @yarosyari3516
      @yarosyari3516 2 หลายเดือนก่อน

      Oh, I have a bunch of animations with controllers ect, not too much wishes to make separate support bones for that but make the tut anyway for the future projects, thanks! ;)

  • @sangrededragon8388
    @sangrededragon8388 3 ปีที่แล้ว

    Hi Veronica, Thx for the vid, I have a question please. I often see people doing all the animations in one single maya file and then separate them in maya exporter or unity. I don't really like it. I get that it can save you some time for the export maybe but I find it more simple to animate each animation on a different maya file. Can you do both, or you really need to do all the animations in one maya file?

    •  3 ปีที่แล้ว +1

      Hi, thanks for asking.. you can do both, export them separately or all in one file, also you can bring all animations in one scene by using the time editor, check the maya help page for more info on that one, it's pretty cool!

    • @sangrededragon8388
      @sangrededragon8388 3 ปีที่แล้ว

      @ Thanks for the quick reply! /also you can bring all animations in one scene by using the time editor/
      Thats what I'm talking about. is this some kind of industry standard???? because right now im used to do each animation on a different maya scene

    •  3 ปีที่แล้ว +1

      @@sangrededragon8388 🤔 I think it depends more on each studio and their pipeline, I work in an indie studio and we do all scenes in one, but pretty sure it will depend on each company

  • @Jett3000
    @Jett3000 4 ปีที่แล้ว

    Tan pero tan útil 😂😂😂 guardaré este

  • @animepedia8506
    @animepedia8506 3 ปีที่แล้ว

    Kindly help me