Returning here 2 years after I first saw the video, I realised just now how much I have learnt. I am so grateful for your channel, everytNice tutorialng
Thanks a lot, man. I had a problem where my animation was floating after I exported it to Unity. After exporting the animation baked into the rig, the problem was fixed. Great tutorial !!!
haha... I just love his furious action! I am finding it hard to listening, because I keep having to rewind it I am laughing so hard. Thanks for the tutorial... very helpful!
Liked the Tut!... character joints, controls, and else... can be done any way? make that one tutorial... and the one for the controls that calls the animation ;) will be pleasured!
hi, i did the same way you did from maya to unity. but not able to understand the last part which is attaching the animation skeleton file i to the rig(without keyframes) n the unity ....? can you plz guide me on that..? is there any same naming needed?
Thank you for tNice tutorials! I've been trying to figure the software out on my own for a wNice tutorialle, and it's horribly confusing. TNice tutorials is the only guide video
Question... How do you put the frying pan in the guy's hand in Unity? I'm making a college project in Unity and all I need to figure out is that. I need to put a gun in a guy's hand, or a knife, something like that.
Hi animator friends, i have an issue ; iam not able to play the facial blendshape animation (which is with base character.fbx. ie mesh and bones with facial animtn in bind pose) ) and body animation (which is bodyanimation.fbx. ie bones with body animation without mesh) in unity. seems two different 'Take001' cannot be attached and played at the same time. plz guide me
Hey, great tutorial! When I export my FBX it says it can't export constraints unless I turn that option on. Only problem is I can't turn that option on if I don't have Animation also turned on. Do you rig without any constraints??
@@Daniel-qt5ib Hey, Unity doesn't accept constraints on controls as far as I'm aware. You need to skin the meshes to joints for Unity to read it. If you want a joint to be driven by another, it needs to be a child of the driving joints (further down the hierarchy). You'd be able to drive it through code though if you have that in your toolset.
I hope you see this. I have a problem. I am doing the second method but im having problems when i have blend shapes and for example, animation 10 need to use a blend shape that baunces hears of my char. I tried making aditional join and connecting it to blend shape and then animation join but when i import it to unity it wont connect joint to blend shape animation. Tried bunch of different thing with no success. The only way is to export it in method 1, and then it works. Do you know a solution for that or is there a solution ?
I think you might need to set up a script that reads out the values from your additional joint and hook them up to your blendshape slider in Unity. If you aren't keying the blendshape values directly then Unity probably doesn't recognise the connection between the joint values and your blendshape morphs.
Thanks for the helpful tutorial! I'm having a problem that I'm wondering if you might be able to help me with? When I export to FBX the skinned mesh disappears? Any idea what I might be doing wrong here?
hi, great tutorial. just one little question, is it possible to export baked vertex animation from may to unity? like baking blendshapes and deformers into your mesh and export to unity, or you have to create joints for all the deformations?
I got a warning saying : 468 attributes had complex animation. Complex animation was exported as baked curves. (14040 evaluations done) What does that mean? Moreover baking all animations to bones increases the file size too much.
hi guys every maya to unity tutorial i see here in youtube skipping the linking animation ie doesnt seem to show about step by step of how to create 'animation controller then linking it to rig in unity. iam just struggling to attach or link animation(only skeletons with animation information) to rig (skinned character model) in unity.... ! anyone please help me
I'm having trouble importing an animated elephant head (in Maya the elephant's animation looks smooth but in unity the animation looks really stiff, it's just the head that manages to move but not the gestures) I think the animator used blend shapes. What does he have to consider when exporting to fbx?
How did you hide the weapon when he's not attacking? Keyframe opacity or scale it down? Is it a separate object or is it bound to the skeleton? Sorry for such a basic question.
I realize that I'm a bit late to the punch here but it is possible to share animations between different characters as long as the rigs follow the same conventions. The following Unity talk mentions this feature, unite.unity.com/archive/2010 - 28:38
Noob here.. I've managed to get the animations to show up in Unity when looking at the inspector panel, but when I actually drag the animation into unity it doesn't animate, it's just the model itself without animation. I tried dragging the Take001 onto the model but nothing happened. I then tried adding an animation component to the model and dragged the Take001 into the animation field and ensured play automatically and the box next to animation were both ticked to no avail.
... Huh. Sorted, but for anyone having the same issue, I don't know exactly what I did but eventually I got an error saying the animation needed to be legacy. The option on the Take 001 itself was grayed out, but on the parent model you go into debug mode in the inspector pane and you can set the animation to legacy within there.
Hey there, me again! :) :D Do you mayyybe happen to know why the second method won't work in game? 🤔 it does work when I play the clips inside of the inspector preview! If I change the clips to the first method (the animation baked into the vertices) inside the animation controller it does work(this is another rig/animation than the tentacle one :D)
Solved it! had nothing to do with the animations, just assigning the correct animation controllers and avatars inside the script, and rename the new rig accordingly if your programmer assigned the name for something else which is important for the whole thing to work.. conclusion, when in doubt, it's your programmer's fault! :D
An easier way to do this by method 2, is to: 1) Work only on the maya file in wich you have all the animation 2) Select the main mesh and the joints and then export the Main.fbx without animation (tip. by select by tipe + shift mesh) 3) Then Edit / keys / bake simulation 4) Go defining the frame rate of every especific action (ex. Attack, deffend, jump, etc) 5) Re-bake (by the previous way), and then with the joints and the mesh selected, just click now "export selection" and this time with the animation checkbox on. 6) Name your file as in this video: "Main@jump/attack/deffend/etc.fbx" 7) Continue doing this till you finish all the actions. WHY ALL THIS? BECAUSE MANY TIMES, IF YOU RE OPEN AN FBX FILE JUST TO CLEAN THE FILE, IT MAY HAVE DATA LOSE OR RE-SCALE THE MESH, SO IN UNITY NO MATTER HOW MANY TIMES YOU CRY, THE MESH WONT OBEY THE ANIMATIONS (T_T) THANKS FOR THE VIDEO :)
honestly the best soft tutorial ive ever seen. short and straight to the point ! i love it
Returning here 2 years after I first saw the video, I realised just now how much I have learnt. I am so grateful for your channel, everytNice tutorialng
Every workflow I looked at did not help, but this video did.
thank you, thank you so much!
You got a like, a subscriber and a buzzer on from an old guy. TNice tutorials is the best soft soft tutorial I've seen so far. You covered a lot of
i've been ssing around on a friends soft soft for years, finally bought it. I found your videos and instantly subscribed and have been
TNice tutorials is THE most helpful tutorial on RUclips imo. I am starting production in Hardstyle, and I find soft soft really useful
2016, and you use fbx2011, that's when i realised you were God-like: subscribed!
Dude, I think you just solved a few very crucial blindspots I still had in my pipeline.
Thank you very much. You rock!!! :D
Why is this your only video!? It has been the only helpful one I found on the topic. Thank you
Thanks a lot, man.
I had a problem where my animation was floating after I exported it to Unity.
After exporting the animation baked into the rig, the problem was fixed.
Great tutorial !!!
Seriously saved me a lot of trouble with importing some animations into Unreal... Awesome work!
Excellent tutorial man! One of the better ones I've found on youtube. Keep it up! Was sorry to see this was your only video!
What a great video, Ive been looking for something like this for ages.
Thank you, so much! Please make more videos!
Very well done, one of the best tutorial videos I've seen.
Your video was very helpful, I'm still learning and getting the hang of it still. I'm into House and EDM. I look forward to seeing more of your
It’s totally worth learning new skills cause then you get excited and confident to create
Very Good! Best i have seen yet, even it is from 2016. Thank U!!!
This is the best tutorial for this topic, very well done! Thank you!
Thank you so much man!!!
very well explained!!
finally i've found a great tutorial on the subject
thanks alot mate!
This video saved my ass, thank you, my friend.
Thanks for taking the time to put this together, really helpful.
I fucking love you mate!! I saw a lot of videos for soft but tNice tutorials one is handsdown the best one! Love how your super calm and really take
Nice Tutorial.Usefull even after years
Thank you for tNice tutorials very clear and concise tutorial. Look forward to more videos from u
Best soft soft Introduction Ever!!
haha... I just love his furious action! I am finding it hard to listening, because I keep having to rewind it I am laughing so hard. Thanks for the tutorial... very helpful!
Am Just Impressed About Your TeacNice tutorialng Way About Daw Its Really HelpFull For Begginer Just Like Love From India Tamil Nadu ...
This is amazing and exactly what I needed! thx a bunch for making this!
You train so well! It's like you comprehend my tempo...
You should really make more content. I really enjoy the way you explain things, shame you only have one video!
Bro, you're a great teacher and explainer! Thank you for tNice tutorials tutorial!
This is a great tutorial, also the animation is really great too
thank you so much ,learned from you video really quick
please Do more videos! Your stuff is really gooD!
I've been watcNice tutorialng tNice tutorials and you inspired to try to make soft so I thank you
A brilliant tutorial, really appreciated the info, so sad its the only one on your channel
Thank you so much for making this it has helped me so much
Excellent walk through, thanks much.
Thank you soooo much man! very helpful. Yah, I was also lookin into blendshape functions but this is great.
I’m actually looking for blendshapes function too, if you found something could you send me a link?
Thank you so much for this fantastic tutorial.
What is that ripping sound in the background at time 17:10??
Thank you so much! TNice tutorials video helped produce fire soft thanks bro❤️
you have about the software. I personally enjoy learning so it was a little bit easier to do it over ti. But you’ll get there brother
what about if you just want to export and ball with a nurbs circle as its movement
Thank you so much! You saved my life!
...or at least my sanity! I was trying for a week to do that!
(Yeah, I'm obviously a beginner!)
you are so helfull man god bless you love from india
Thanks for cool tutorial man!
Liked the Tut!...
character joints, controls, and else... can be done any way?
make that one tutorial...
and the one for the controls that calls the animation ;)
will be pleasured!
THANK YOU!!! You have no idea how much tNice tutorials video helps!
Excellent tutorial! Thanks!
can I export blendshapes rigs too in fbx?
I know this was asked a whole ago, but maybe someone has the same question, so: yes you can. you can access and animate them via the ispector in unity
I like how you didnt actually put the animation in the scene and see if it works in game.
hi, i did the same way you did from maya to unity. but not able to understand the last part which is attaching the animation skeleton file i to the rig(without keyframes) n the unity ....? can you plz guide me on that..? is there any same naming needed?
Thank you for tNice tutorials! I've been trying to figure the software out on my own for a wNice tutorialle, and it's horribly confusing. TNice tutorials is the only guide video
Question... How do you put the frying pan in the guy's hand in Unity?
I'm making a college project in Unity and all I need to figure out is that.
I need to put a gun in a guy's hand, or a knife, something like that.
Hey, you simply middle mouse drag your weapon object under the hand bone in the hierarchy in Unity. The weapon will then move with the character.
Lovely.
Thanks for your time, friend. :)
fantastic tutorial, thank you man
Hi animator friends, i have an issue ; iam not able to play the facial blendshape animation (which is with base character.fbx. ie mesh and bones with facial animtn in bind pose) ) and body animation (which is bodyanimation.fbx. ie bones with body animation without mesh) in unity. seems two different 'Take001' cannot be attached and played at the same time. plz guide me
Hey, great tutorial! When I export my FBX it says it can't export constraints unless I turn that option on. Only problem is I can't turn that option on if I don't have Animation also turned on. Do you rig without any constraints??
_3 years later_ - Hey uh... did you ever find a fix for this, or another way of exporting animations? I just hit this problem.
@@Daniel-qt5ib Hey, Unity doesn't accept constraints on controls as far as I'm aware. You need to skin the meshes to joints for Unity to read it. If you want a joint to be driven by another, it needs to be a child of the driving joints (further down the hierarchy). You'd be able to drive it through code though if you have that in your toolset.
I hope you see this. I have a problem. I am doing the second method but im having problems when i have blend shapes and for example, animation 10 need to use a blend shape that baunces hears of my char. I tried making aditional join and connecting it to blend shape and then animation join but when i import it to unity it wont connect joint to blend shape animation. Tried bunch of different thing with no success. The only way is to export it in method 1, and then it works. Do you know a solution for that or is there a solution ?
I think you might need to set up a script that reads out the values from your additional joint and hook them up to your blendshape slider in Unity.
If you aren't keying the blendshape values directly then Unity probably doesn't recognise the connection between the joint values and your blendshape morphs.
the blendshape information is export in the second method too?
Do I have to animate in animation layers?
How should I do the animations?, one project of maya per animation? I have no idea, please help!!
there! Thanks a lot for the help, I'm going to subscribe to your channel and keep up with all the videos!
Thanks for the helpful tutorial! I'm having a problem that I'm wondering if you might be able to help me with? When I export to FBX the skinned mesh disappears? Any idea what I might be doing wrong here?
Helped A Lot! Thanks!
Could you please advice how to get the full version and the evms!
thank you so much.
Clear explaination.
Thank you! this really helped
hi, great tutorial. just one little question, is it possible to export baked vertex animation from may to unity? like baking blendshapes and deformers into your mesh and export to unity, or you have to create joints for all the deformations?
found out? had that question myself
hey i was just wondering did you use a referenced in the model on the animation file or did you do the animations without referencing in the model?
I am very new to modelling and 3D animation. Where the heck did he get that thing from with which he swings around?
How can I do this if I have a local rig for facial animations?
up to now. Your soft is great too!
I got a warning saying : 468 attributes had complex animation. Complex animation was exported as baked curves. (14040 evaluations done)
What does that mean?
Moreover baking all animations to bones increases the file size too much.
hi guys
every maya to unity tutorial i see here in youtube skipping the linking animation ie doesnt seem to show about step by step of how to create 'animation controller then linking it to rig in unity. iam just struggling to attach or link animation(only skeletons with animation information) to rig (skinned character model) in unity.... ! anyone please help me
That solved my Problem! Thanks a Bunch!
will it be good to animate gun in maya or is it better to do in unity ?
and if maya then how to import the animation with hand model .. thank you :)
Love this tutorial!
Your so detailed ! SUBBED
like how do u begin? how u put that abraham lincoln there? teach me please
Will updating the skinning on the model file also translate to the animation clips?
Hi AnimatorGameDev, please show or guide me about how to export blendshapes in #Method 2..
I'm having trouble importing an animated elephant head (in Maya the elephant's animation looks smooth but in unity the animation looks really stiff, it's just the head that manages to move but not the gestures) I think the animator used blend shapes. What does he have to consider when exporting to fbx?
I am actually going to use the second method, if you found any way to incorporate blendshapes into it, it would be great if you could send me a link
Hi, is there any way to incorporate blendshapes into the second method? If there is please tell me how or send me a link, thanks
version fine? Also are the extra plug-ins worth the extra $100?
How did you hide the weapon when he's not attacking? Keyframe opacity or scale it down? Is it a separate object or is it bound to the skeleton? Sorry for such a basic question.
Hey John, in maya I just key the weapons visibility. Its a seperate object parented to the wrist bone. I do this for in Maya and in Unity
Thank you. Great tutorial, by the way.
nice work, thank you, it will be usefull for me! :D
Question: If I wanted to use the same animation on different characters do I have to make them separately or not?
I realize that I'm a bit late to the punch here but it is possible to share animations between different characters as long as the rigs follow the same conventions.
The following Unity talk mentions this feature, unite.unity.com/archive/2010 - 28:38
Noob here.. I've managed to get the animations to show up in Unity when looking at the inspector panel, but when I actually drag the animation into unity it doesn't animate, it's just the model itself without animation. I tried dragging the Take001 onto the model but nothing happened. I then tried adding an animation component to the model and dragged the Take001 into the animation field and ensured play automatically and the box next to animation were both ticked to no avail.
... Huh. Sorted, but for anyone having the same issue, I don't know exactly what I did but eventually I got an error saying the animation needed to be legacy. The option on the Take 001 itself was grayed out, but on the parent model you go into debug mode in the inspector pane and you can set the animation to legacy within there.
Hey there, me again! :) :D
Do you mayyybe happen to know why the second method won't work in game? 🤔 it does work when I play the clips inside of the inspector preview!
If I change the clips to the first method (the animation baked into the vertices) inside the animation controller it does work(this is another rig/animation than the tentacle one :D)
Solved it! had nothing to do with the animations, just assigning the correct animation controllers and avatars inside the script, and rename the new rig accordingly if your programmer assigned the name for something else which is important for the whole thing to work.. conclusion, when in doubt, it's your programmer's fault! :D
An easier way to do this by method 2, is to:
1) Work only on the maya file in wich you have all the animation
2) Select the main mesh and the joints and then export the Main.fbx without animation (tip. by select by tipe + shift mesh)
3) Then Edit / keys / bake simulation
4) Go defining the frame rate of every especific action (ex. Attack, deffend, jump, etc)
5) Re-bake (by the previous way), and then with the joints and the mesh selected, just click now "export selection" and this time with the animation checkbox on.
6) Name your file as in this video: "Main@jump/attack/deffend/etc.fbx"
7) Continue doing this till you finish all the actions.
WHY ALL THIS?
BECAUSE MANY TIMES, IF YOU RE OPEN AN FBX FILE JUST TO CLEAN THE FILE, IT MAY HAVE DATA LOSE OR RE-SCALE THE MESH, SO IN UNITY NO MATTER HOW MANY TIMES YOU CRY, THE MESH WONT OBEY THE ANIMATIONS (T_T)
THANKS FOR THE VIDEO :)
Method 2 is for a typical game production pipeline where you have multiple animators , so having 1 maya file is unrealistic
Try to see soft design , composing and setuping as three seperate tNice tutorialngs to focus on and it might will make more sense
NICE! Thank u bro
Thanks soooo much for this tuto !
when i do method 2 and export all i get a shit load of errors and warnings, dont does that happen?
please make another tutorial you are really good
Out of interest, what sort of soft are you hoping to produce?
I've been struggling to find an soft soft tutorial. I haven't watched yours yet but if the actual company is telling you nice job, then I'm
Do you know if this is the same with UE4?
Great Tutorial ;) But why it's a single only
thank you so much for this!