![]() On the other hand i read that Parent constraints are supported by FBX exporter, perhaps by unity too? And i only use those, so how do i export those and in which FBX should i export them, and will Unity understand these constraints? Alternatively, if i cant use Parent constraints, how do you guys attach meshes such as hair or spherical eyes to your body mesh so that they properly bake/stick to the body during unity animation? are attached using constraints to body joints in maya (for example hair is attached to top jaw) - and since the FBX exporter kindly reminds me that the constraints did not export - in unity they do not "stick" to the body during animation, but stay in initial position - so body moves, but stuff like hair and eyes hang in the air. The meshes (body+head, hair, eyes etc) and skeleton are exported separately as FBX1, they are just asset to be animated in FBX2.Ī sample animation is baked on skeleton and exported separately as FBX2.Īll works, the FBX2 animation of the body plays on the FBX1 body, but the eyes, hair etc. ![]() ![]() ![]() Hi, i'm trying to export FBX animation of a toon from maya to unity.
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