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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
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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
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