Skip to content

Animation Export Workflow (Maya)

You are here:
Estimated reading time: 2 min

Make sure that:

  • Your maya is **LICENSED**
  • Rig is updated
  • Referenced rig is imported to the scene
  • Delete Namespaces
  • Textures are all present & updated
  • Animation layers are merged
  • In and out tangents are set on Auto on your preferences

  • Animation clips has its correct naming

UPDATING THE RIG

—Install Red9 Red9 Studio Tools | Maya | Autodesk App Store

After installation, you can see it in the tab here:

( here are the settings for copying animation using Red9 )

Open File
(make the Reference rig Updated or transfer the animation into the new Rig use Red9 to transfer Animations)

TAKE NOTE: Before Copying Keys

(Make sure that the Animation layer is Merge before Copy Keys to avoid missing out the add animations)

 

(Make sure to Import Reference and delete the namespace sometimes copying keys from red9 wont work if the animation Rig is Reference and to avoid calling the rig file when opening the file)

EASY WAY TO IMPORT AND REMOVE NAMESPACE ON THE REFERENCE RIG

Use MCS Pipeline Tools

DOWNLOAD MCSTM_003.py

To install MCS Pipeline Tools,
Click the Script Editor /File /Open Script /MCSTM_003.py

  • press CTRL+A then CTRL+ENTER then File / Save Script to Shelf

  • click ImportAllReference and MergeAnimationLayer
  • always base your TimeSlider to your Animation Clip When Using Animation Pipeline

Filepathfor namespace editor: Windows /General Editors /Namespace editors

  • Create Reference Update Rig (File / Create Reference)
  • in the outliner Select the Rig having Animation
  • Then Select The New Rig
  • go to Red9_Animation then Copy Keys

Example Animation Transfer:

You can choose :

  • Uncheck the TimeRange (it will copy the Animation Clip of the Timeslider where you selected)
  • Check the TimeRange (to copy the Entire Animation from Frame 0 and so on)

 

COMPILING ANIMATION CLIPS

Copying animation on another MB Files

For Example:
Open DapperDino_KingRex_Death.mb

  • inside the DapperDino_KingRex_Death.mb file Merge the animation layer
  • then move the animation key Frame or Copy then Paste to the next key frame of the Game Exporter timestamp
  • Save

Open DapperDino_KingRex_Aniamtions.mb

  • ImportAllReference MergeAnimarionLayers if needed
  • Create Reference DapperDino_KingRex_Death.mb
  • in the outliner Select the Rig having Animation
  • Then Select The New Rig
  • go to Red9_Animation then Copy Keys
  • once you copy the animation remove the reference (File /Reference Editor /Select the reference Right Click /Remove Reference)

Example Compiling Animation Transfer:

CREATE A FINAL COMPILE FILES

NEVER SAVE THIS FILE (File will Bake the Deformation System)

FBX_Export
(Always Collaborate for the Clip Name )

here is the settings for Game Exporter

the Game Exporter Settings will depend for the Devs there is 2 Choice

  • Save Clips to Single File (Save in just 1 Fbx File)
  • -Save Multiple Clips File (Animation Clips will Separate the Fbx File)

Update the material and the Texture into Lamber (just to make sure the UV map can read by unity without Issue, the DEVs will adjust the right Material either )

go to Game Exporter

  • Export Selection
  • Save Clip to Single File
  • Click the last Animation Clip in the Game Exporter And Scrab up to 0 Frame on the TimeSlider

Go to MCS Pipeline Tools

  • Click Ready4Export2GameExp
  • Wait Until the TimeSlider becomes Red (Bake)

Go back to Game Exporter

  • Click the Export
  • Export Successful appear when its Done then Click Ok

(YOU DONT NEED TO SAVE THIS FILE)

UNITY CHECK

  • Open the unity
  • Drag the FBX file and the texture

  • you can see the animation on the Inspector Workspace

  • Play the animation and Check if there is an issue on the Animation Rig and Texture

  • Record and play the animation then send to Royal Court for QA
Was this article helpful?
Dislike 0
Views: 2
Back To Top