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Is there non-destructive way to bake animations for the send to Unity option

11 REPLIES 11
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Message 1 of 12
sinnettlogan
1233 Views, 11 Replies

Is there non-destructive way to bake animations for the send to Unity option

My current workflow right now to send my animations to Unity include:

 

1. Selecting Root joint

2. Menu--> Select -->  Hierarchy

3. Select body mesh --> Select eyes mesh

3. Animation Menu --> Key -->  Bake Simulation --> Set desired time range --> Bake

4. With the meshes and joint still selected --> Shift left click drag on time slider for desired keys that I set in the bake settings

5. File --> Send to Unity

6. Enable animations --> Enable Bake animations and desired frame start and end times

7. Check deformed models, skins, and blend shapes

8. Export to Unity

 

With this workflow I have to save my scene before baking because once I bake I'm not sure how to get rid of all of the baked key frames.  If I control z the bake deletes and the joints jump everywhere.  I hope I don't forget to not save and open scene again for clean keys.  What's the better way to bake without being destructive?

 

Thanks!

11 REPLIES 11
Message 2 of 12
sinnettlogan
in reply to: sinnettlogan

I did some testing, if I use the bake simulation option and skip checking the bake animation option on export, the animation still exports correctly.  But if I don't use bake simulation menu and check the bake animation box on export, the animation does not bake.  Does the bake animation check mark not work on the send to unity export menu?

Message 3 of 12
mspeer
in reply to: sinnettlogan

Hi!

Please try with Resample All enabled.

Message 4 of 12
sinnettlogan
in reply to: mspeer

I will try later today, thanks!
Message 5 of 12

Hi @sinnettlogan 

 

Hope you're doing well! 🙂 Just wanted to check in and see if you had a chance to try @mspeer 's suggestion. Any success? Any new issues we can help with?

 

Thanks for being a part of our community!



Jordan Giboney
Technical Solutions Engineer | Media & Entertainment
Installation & Licensing forums | Contact product support | Autodesk AREA


Message 6 of 12

I forgot to test it last night but I will try it out soon! Thanks again.
Message 7 of 12
Anonymous
in reply to: sinnettlogan

I finally tried the re-sample all option.  It does not seem to import correctly into Unity.  The mesh does not move but I can see the location gizmo moving slightly.

 

I selected the joints and the joint hierarchy, then the body mesh, then the eye mesh.

Next I highlighted desired frames on the Time Slider.

I used the send to Unity option with desired frames and resample all keys under the bake options.

 

It does keep my animations in Maya unbaked though which is a good start.  I just wish I knew what my other problem was.

 

Message 8 of 12
mspeer
in reply to: Anonymous

Hi!

 

"I just wish I knew what my other problem was."

- Other problem? Is it fixed now?

 

"Next I highlighted desired frames on the Time Slider"

- ???

 

Please provide a scene-file for troubleshooting.

Message 9 of 12
sinnettlogan
in reply to: mspeer

My only problem now is the send to Unity baked asset does not animate correctly in Unity.  It's like the mesh is disconnected.  I have attached the scene file.

Message 10 of 12
mspeer
in reply to: sinnettlogan

Hi!

No scene-file attached.

Message 11 of 12
sinnettlogan
in reply to: mspeer

My bad!  Here's the scene.

Message 12 of 12
mspeer
in reply to: sinnettlogan

Hi!

 

Sorry, it was not clear to me, that you work with Maya LT.

I can't open Maya LT files with Maya.

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