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Question by vykeymasmaya · Jan 18, 2011 at 01:11 PM · rigging

Import rigged character from Maya to Unity

I have a character with walk cycle, which was created in Maya and it contains control curves,character set, character setup (IK Handles, IK Splines). That Character works perfectly in Maya but i don't know how to Import in Unity3d. I saw some tutorial characters in web it works good in Unity but it doesn't contain any IK Handle and control curves. How is possible??

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avatar image Justin Warner · Jan 18, 2011 at 07:51 PM 0
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Can you not export as FBX and just drag and drop into the Unity interface?

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Answer by Edwige · Feb 21, 2011 at 11:17 AM

IK and control curves will be bake by the fbx exporter when you import your animation from maya to Unity, but it is not very clean.

I think it is better to bake the animation directly in maya : - select your root, then select the all hierarchy Edit => Select Hierarchy - bake simulation : Edit => Keys => Bake simulation (clic on the option to define the duration of your animation) - Delete your ik, rig, etc - Verify your animation is still ok - Export to Unity

The bake put a key on each bone at each frame => no more interpolation, no more need of IK and so on :)

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avatar image annacz · May 18, 2011 at 12:22 AM 0
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I had noticed I$$anonymous$$ Pole vector positions not co$$anonymous$$g through, so I tried this solution. It did not work for me. I tried deleting some of the cons and playing through. The skeleton kept it's animation but the skin detached.

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Answer by shaila · Apr 20, 2011 at 09:54 AM

i faced the same problem and found solution here...thanks a lotttt

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Answer by Bakshish · Jan 16, 2013 at 12:11 PM

Hi Edwig. .
Thanx for your answer. It solved Our Problem. . . Only single mesh or character is required.

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Answer by aphexjh · Mar 28, 2014 at 02:03 PM

In some cases, particularly those that involve more complicated rig setups and skeletal structures with hierarchies that rely on curves etc. it can be a good idea to bake the animations as stated above and save the whole rig, curves/Ik/controllers included, as a .mb and then import that to unity and let the importer sort it out. I don't advise rigging in this way, but I have seen it solve problems with seperate head, tail and spine bones for instance.

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Answer by HadrienFry · Oct 03, 2015 at 02:40 PM

Hi, I have some probleme to export to FBX , I followed Edwige's methode, my animation still ok in maya, (I précise that I deleted rig, bones, and IK - there only geometry in the scene, moving geometry.) but when I export animation, animation is not running!! please help ! :)

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