Timeline for I imported both the rig and baked animation seperatly from Maya, but it's not working correctly
Current License: CC BY-SA 4.0
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Aug 26, 2019 at 11:02 | history | bumped | CommunityBot | This question has answers that may be good or bad; the system has marked it active so that they can be reviewed. | |
Apr 28, 2019 at 5:01 | history | bumped | CommunityBot | This question has answers that may be good or bad; the system has marked it active so that they can be reviewed. | |
Dec 29, 2018 at 3:03 | history | bumped | CommunityBot | This question has answers that may be good or bad; the system has marked it active so that they can be reviewed. | |
Nov 26, 2018 at 14:03 | history | bumped | CommunityBot | This question has answers that may be good or bad; the system has marked it active so that they can be reviewed. | |
Oct 6, 2018 at 8:00 | history | bumped | CommunityBot | This question has answers that may be good or bad; the system has marked it active so that they can be reviewed. | |
Sep 2, 2018 at 23:52 | answer | added | john smith | timeline score: 1 | |
Sep 2, 2018 at 23:19 | comment | added | DMGregory♦ | Feel free to add your solution as an Answer so it can be Accepted and attract up-votes. :) | |
Sep 2, 2018 at 23:16 | comment | added | john smith | I have solved the problem. The issue was the binded rig itself. Every time I exported it as FBX, it unbinds the mesh and skeleton. That was why it was not working. I solved it by importing the FBX file back in Maya and re-binding the mesh and skeleton and re-exporting it as FBX. That was it. | |
Aug 30, 2018 at 18:15 | history | edited | john smith |
edited tags
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Aug 30, 2018 at 18:10 | comment | added | john smith | here are individual screen shots. ibb.co/k4kgf9 ibb.co/cUG9YU ibb.co/msa3tU ibb.co/eLSSL9 ibb.co/fPV3tU | |
Aug 30, 2018 at 18:07 | comment | added | john smith | Sure thing. Here is the video in play. unityguy.tinytake.com/sf/Mjg4MDE2NV84NjQyODUw | |
Aug 30, 2018 at 16:48 | comment | added | DMGregory♦ | Are you using a skinned mesh renderer? Show us how you've set up your object and animations so we can see exactly what you're doing. | |
Aug 30, 2018 at 16:39 | comment | added | john smith | Unity 3D. Sorry I thought I mentioned it before. I right clicked in the asset folder and created the animation controller, as you normally would. Then I linked my fbx jump animation to the controller and then linked the controller to the actual rig model. Animation plays out but the rig stays in T-pose. Arms and legs don't move at all when they should be. | |
Aug 30, 2018 at 15:40 | history | edited | liggiorgio | CC BY-SA 4.0 |
Improved question title
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Aug 30, 2018 at 10:30 | comment | added | DMGregory♦ | We know you imported from Maya, but what did you import into? And how did you set up this animation controller? | |
Aug 30, 2018 at 4:15 | review | First posts | |||
Aug 30, 2018 at 15:40 | |||||
Aug 30, 2018 at 4:15 | history | asked | john smith | CC BY-SA 4.0 |