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I have had this issue when importing from Maya for over a month now and I have spent countless hours trying to find a solution with no luck. I have a basic ik rig in Maya (no bells or whistles just bones, control objects and skinning) that I am exporting into Unity via fbx. Being that it is an ik set up I have baked the animation and deleted my ik's and effectors. I use the "@" naming convention and bring it into Unity. Everything plays as it should, however, throughout the animation the character will shake as if it has a turbulence modifier on it or something. Thats really the best way I can describe it. I have tried every way of exporting I can think of. I have tried different versions of the fbx export, importing the .mb file directly, baking in Maya, baking with the fbx export. I have even stripped my rig down to just the core essentials. Does anyone have any idea why I still get shaking in my animation?
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We had this problem today and seemed to solve it by using fbx version 2010 instead of 2011 which seems to have bugs. Also make sure that your .fbx settings are not baking the animation again (this isn't necessary as youve already done it in maya) and also check that Unity isn't reducing your key frames in the import settings.
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Maybe you have your character faraway from the center of the world? That could cause shaking due to floating point limited precession I placed my character right at the center of the world and it was still shaking. Good suggestion though, I didnt know that could be a problem. Thanks!
Dec 17 '10 at 07:25 PM
Earlage
I have the same problem, the IDLE animation (and weird, coz it is only one from all of them) shakes, in the way the character gets slightly expanded for a frame or 0.01 sec and then gets back to normal appearence. And that only happens in the transition from the last frame to the very first one. I changed the export option for earlier FBX, but didn't help. Is there any sober solution for solving this??
May 06 at 06:22 PM
sebbo1473
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Could you post a video of how it looks?