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Hi Team.

I now already have animation in Unity with .anim file format ( that animation don't made by Umotion). Can i export its to FBX file to use in another 3D app like maya ?

Sorry for the newbie question. Thanks for any info.

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answered by Expert (106k points)
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Hi hatran,
thank you very much for your support request.

Yes this is possible. You need to create a new humanoid UMotion project for the character that you will be using in Maya for editing the animation. Then import the *.anim file and re-export it as *.FBX (see File --> Export --> Export Settings).

Please let me know if you have any further questions.

Best regards,
Peter
commented by
Hi Peter.

Thank you for your answer.

I tried like your suggest, its ok when i creat a new humanoid UMotion, then Import *.anim file. But when i re-export it as FBX file, the FBX seem to be broken. When i import it into my character ( this character has the same skeleton and model with the Unity one) in Maya software, the animation is broken. i prepare a video of this error, can you give me a email that i can send this video for you to help me out, because my project still not public.

Thanks.
commented by Expert (106k points)

Hi hatraan,
thank you very much for your support request.

When you export your animation as new *.FBX it will use the rig your character has after Unity imported it (which isn't necessarily the same as the one your character has in the *.FBX as Untiy is sometimes changing the rig during the import process).

What you can do to avoid this is to export your animation into the existing *.FBX of your character (see export settings). That way the original rig found in the original *.FBX is used. If you now open the *.FBX with Maya, everything should be working as expected.

For sending videos or similar, you can send emails to me via the email support form.

Please let me know if you have any further questions.

Best regards,
Peter

commented by Expert (106k points)
Thanks for sending me your files. Here is what I came up with:

1) I've exported the animation to *.FBX once as separate file and once to update the existing *.FBX (Kousaka_14.fbx). Both worked correctly (Unity is correctly re-importing the animation). So the UMotion *.FBX export should be working fine.

2) I then imported the Kousaka_14.fbx into Blender. I noticed the same problem that you've shown in Maya in your videos. But this problem seems to be a general problem related to your model, as not only the animation exported with UMotion is not displayed correctly, also the "Take01" (= T-Pose) that is in the original model isn't correctly imported.

So I think that the rig of the Kousaka_14.fbx model is for some reason not imported correctly by Blender/Maya but Unity does it's job right. I would suggest that you play around with the *.FBX import settings and first try to get the original Kausaka_14.fbx to import correctly. Then also the animation exported via UMotion should import correctly.

Hope this helps.

Best regards,
Peter

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