![import fbx unity runtime import fbx unity runtime](https://developerfreaks.com/unity/T/trilib-2-model-loading-package-157548/trilib-2-model-loading-package-157548-001-scaled.jpg)
Hold right click at your object go to baking and choose assign new bake set -> texture bake set, there will be bunch of option. Make sure ur object already textured and uv mapped and have good lighting, freeze transformation, and delete non deformer historyįirst, in maya, make sure u bake ur texture (light and color) this is how i do it briefly: You just need to adjust the Time.timeScale value in the Project Setting (or by using ChangeTimeScale option in my script).Īll physics in Unity will affect by timeScale setting.Īnd if you want to modify the object animation through your own script, please use FixedUpdate instead of Update.Finally, i made this export from maya to unity with the texture, although it still need little bit of trick -_. If you want to simulate with a big amount of objects, you might ecountered lag.
![import fbx unity runtime import fbx unity runtime](https://www.stereolabs.com/docs/unity/images/SpatialMapping/zedmanager-mapping-section.png)
(sometimes nodes' name got changed by Unity or 3D software)
#Import fbx unity runtime how to
And here is a tutorial video if you not sure how to do it.Įxport Humanoid Animation from Unity to Maya - Unity Runtime Animation Recorder In order to record animation correct, we have to make every spines' "joint orient" values to (0,0,0). While this plugin is recording the values in Unity, the joint orient values will add once more in Maya, cause the recorded result weird. But since Unity doesn't have this attribute, the transform rotation values in Unity is alreay the sum value. The actual spine rotation is the sum of transform rotation and joint orient. In Maya, there is an additional "Joint Orient". Unity and Maya treat spines differently, which sometimes cause issues when you exporting animation with SkinnedMesh. But since this section explains the problem and the solution, so not remove it. ※ This step is no longer needed, the script will solve this problem automatically. If you want to export the meshes you make in Unity, you can try Export2Maya which is a nice plugin I use before. My script doesn't generate model informations for maya, it only record animation data and append them at the end of. ma file which contains all model information. Pretty much the same as Unity Anim Saver.Īdditionally, you have to select an.
![import fbx unity runtime import fbx unity runtime](https://i.ytimg.com/vi/gcY6gtziKGc/hqdefault.jpg)
InstallationĬopy just copy Unity Runtime Recorder folder into your Asset folder and it's ready to go. Though Maya has its own physic simulator, but unity is much faster and can easily control detail movement through scripts.
![import fbx unity runtime import fbx unity runtime](https://user-images.githubusercontent.com/6389713/68835554-9d3d2280-06b8-11ea-81bc-3c2439373050.png)
This project can make you recording animations in runtime with Unity, and can save into.