![]() This should highlight your entire skeleton.ĥ. At every key point you like select your root joint. you need the original incase of changes to you animations.Ĥ. Here is the work around after you finalize your animations.ģ. Rig your character the way you normally do. You can even design an Icon for it if you like.ġ. This will create a clickable icon on your shelf. In the MEL command line type: select -hi, select it and drag it to your custom shelf. I think we have found a work around that works perfectly.Ĭreate a simple script. In this case Unity saw no animation what so ever.Īny ideas or suggestions would be appreciated. I should note that I have tried this without the Nurb circle as a control object and the IK handle moves but the mesh is not responsive.Īlso I tried deleting the joints, IK handle and the control object, leaving only the baked animated mesh. I delete the Non Deform History on All objects and have tried only on the Mesh. (tried regular parent and a parent constraint). This is what I'm doing, I made a simple cylinder placed 4 bones, applied IK (tried SK and RP Solver) Parented a Nurb Circle as a control object to the end effector. We are stuck on IK animation transferring to Unity. I do not have Unity installed because Im on a PC. I'm a Maya guy and my partner is learning Unity.
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