HOW TO EXPORT ANIMATIONS FROM MAYA TO UNITY – TUTORIAL

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Welcome to Blackthornprod !

In this Unity and Maya tutorial, I will bring you through the process of exporting your 3D animation and rig made in Autodesk Maya to Unity.

The video is aimed for beginners !

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39 thoughts on “HOW TO EXPORT ANIMATIONS FROM MAYA TO UNITY – TUTORIAL

  • March 2, 2019 at 14:34
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    I have a problem. When I use generic rig, animations have a jerk at the end, and when I use a humanoid rig, there is no jerk, but he doesn't see some bones.(((

  • March 2, 2019 at 14:34
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    I've been struggling to get animation to work from maya for a long time but you showed me exactly what I was missing (selecting all the joints, not just the root joint and selecting all the keyframes). It works now and I can't thank you enough!

  • March 2, 2019 at 14:34
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    Hi,

    Thanks for making tutorial. i have one small problem. making character animation in Autodesk Maya 2018 .export Maya to unity same process() but animation some little bit changed?
    how to get exact animation. export and import? some rotation values is added in unity character . how to avoid values added?
    Process : Making character animation in Maya , after bake animation, export fbx .
    import animation in unity 3D after animation control creator, change animation type"HUMANOID".

  • March 2, 2019 at 14:34
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    what if you've built a set with characters, would you export them all together, or would you do them separately. (scene, then characters)

  • March 2, 2019 at 14:34
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    Hey, nice introductory tutorial! Couple things I'd like to point out though – I think it might be better to combine all of your geometry inside of Maya into a single mesh before rigging and exporting (eg. arms, head, legs) if it can be helped, so you can lower the draw calls. Of course though, if you need to swap out the individual pieces runtime during the game, your method is the way to go. Secondly, for each animation, it's preferred to export JUST the rig alone (the whole skeleton, NOT the geo) and name each animaton character@idle.fbx, character@run.fbx, etc. Otherwise, if you're exporting all the geo with the rig for each animation clip, it'll inflate the size of your project and defeats the purpose of exporting the original character without animation. The exported .fbx animation clips only need the bone data, not the geo data. Also, Unity is streamlined for this process and sets up/applies the animation clips for you with this method. Just wanted to share a couple of tips! Nice vid!

  • March 2, 2019 at 14:34
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    great video, however that method only works for very simple rigs.. I spent about a month building a super complicated production rig with blendshapes etc., only to then realize that maya wont work with blendshapes.. any ideas?

  • March 2, 2019 at 14:34
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    Hello, I just followed this tutorial and it is working great. However I've run into an issue after having added multiple animations to Unity. It seems like whichever animation state is set as default, will play, but if I use transitions, it will still only play the default animation. However, any animations made within Unity will still work properly. Is there something I haven't checked off that allows the Maya animations to transition to one another? Excuse me if I'm not making the problem clear.

  • March 2, 2019 at 14:34
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    Your tutorial was very very good. You are a good teacher, and you get straight to the point. So many tutorials on YouTube are from bumbling time-wasting idiots. Thanks for being different!

  • March 2, 2019 at 14:34
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    Hi 🙂 thank you so much for the video! I have one question: I was trying to export a text animated with Maya into Unity because I'm building an AR app but something is not working. I have followed the same process that you have explained here but Unity is not recognizing my animation. It consists of some translation and rotation of the letters (so no rigging) because I would like to make them jumping, bouncing and so on … Can you help me or there is anyone who knows how to solve this ?

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