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Character animation workflow from Maya to Unity3D

Author: Steven Murdoch

This series of tutorials look at the basic workflow of animating a character in Maya, and setting up it's basic properties in Unity3D, so it can be handed over to a development team to impliment into an interactive outcome.

Preparing your animation in Maya
bulletLaunch Video (6m 30s)

methods of exporting from Maya
bulletLaunch Video (10m 00s)

Setting up animation states in Unity3D
bulletLaunch Video (7m 08s)

Creating and applying materials, and exporting a 'package'
bulletLaunch Video (12m 38s)

Bug? - Importing character animation as an FBX file from Maya
bulletLaunch Video (5m 55s)

 
Notes:
When in Unity, if the character is not animating correctly - with Baked Animation checked, it is recommended to manually bake the animated joints in Maya, exporting the model once again.
With this method, Unity will not try and bake the joints, as they are already done! No need to check the Bake Animations box.
See here for an overview of animated characters from maya to unity, which includes keyframe baking.

Crdits:
* Character design 'Chu ManFu' by Shaun Britton (website)
* Low polygon model by Simon Ranson

 

This tutorial was recorded using Autodesk Maya 2010 and Unity3D 2.6
Some aspects of this tutorial may differ depending on the software version being used.

 

 

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Comments

2011-05-03: Duane said:
Thanks for the Tuts.
Very useful!

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