Hello, we're using XSI for modeling and animating our WIP, we have successfuly imported our models, with uvs and textures embedded via FBX, just having some scale issues, but that's easy to solve.
The problem is that when we import the same models but with some animation, they appear rotated, and the deformations of the bones don't work properly.
Are there any known axis issues? Any ideas or advice for exporting animations from softimage to unity via FBX?
Just because the .fbx file comes into Unity with incorrect rotations, deformations, etc...doesn't mean the animation won't work.
The 3D model should return to it's true state when you actually play the game. And yes, it's because of Unity's x y z axis being dramatically different than all the other 3D apps. They should fix it imo.
I have create a sigle square mesh (2 triangles), then I created a Null (center of universe at 0,0,0 on softimage). I make a child of this null another null that I will use as a deformer (bone). so I translate this “bone”, plot the animation. Select the Center of universe null, plus this other null (bone) with plotted animation to export as fbx.
Unity doesn´t recieve any animation.
I checked the .fbx file containing the animation with Autodesk quicktime addon to read .fbx files. It shows animation.
Conclusion: there´s something weird about this workflow. I can export bone animations pose constraining correctly, but not nulls…
Any ideas how to send animation THATS NOT BONE ANIMATION to unity?