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For future reference: Anim8or is a 3D modeling and character animation program in development for over decade. It is very accessible for beginners and hobbyists. It is taught in schools and a lot of tutorials exist. Example resource: http://cyberdog.wikispaces.com/Anim8or-Saucer101 Manual: http://www.anim8or.com/learn/manual/index.html


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Maya isn't the only 3D modeling package supported by Unity. Basically, anything that exports to .fbx will work (Unity imports that file format). The other most common options are 3ds max and Blender, the latter of which is open-source. But again, any tool that exports to .fbx (which is most 3D modeling software) will work.


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While Unity doesn't come with any 3D modeling tools, you could (with a bit of work) achieve that visual style just by using the primitives built into it. Be advised, there are a variety of other 3D Modeling packages that you can use (other than Maya), that are far more affordable (see: free) for a new 3D modeler.


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The error is clear. One of your meshes/vertices is missing a texture coordinate, which is the expectation in this case. In Maya, apply a texture channel to transform1 mesh even if you have no intentions of assigning any textures to it. Also, why do you have a mesh called "transform"? Are you sure you didn't mistakenly misname a bone as mesh or vice versa?


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Figured it out... the internal face normals needed to be reversed. For anyone else with the same problem go to the "lighting" tab and deselect two sided lighting. Black surfaces indicate normals that have been reversed.


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Yes. You can export the "rig" into its own file, so you can import it into any other character files as necessary. To do this in a clean way: Make sure the rig is detached from any meshes, and skins are unbound. EDIT: make sure this rig is independent I.e. not connected in any way to any meshes or character objects in the scene that you are exporting it ...



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