Maya keyframe animation to unity - animation

Sorry guys! I am super new to this, and I'm trying to teach myself Unity. I have a very small knowledge of Maya from a 3d modeling course I took a year ago in college, and have made a very simple object and animated it using keyframes (2 keyframes to be exact) in maya, but I can't seem to figure out how to get that animation into Unity.
I've been playing around with this for hours now, and all the tutorials and such I find online are for really complex objects like people, and they have joints and stuff going on. Are joints required for an animation to work in Unity?
I've saved my maya file into my assets folder, but I don't see any animations in the import settings in Unity.
Here is my object:
And it animates to this position:

I'm not shure but I think unity won't import animations from maya. Lights are not imported. I tested a comparable szenario a couple weeks ago with camera and motion path. But the animation was not imported.
Unity is a game engine and not a 3D-edit-programm.
Correct me when I'm wrong.

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Blender Export Simple Keyframe Shading animation

I have a very simple animation in blender that I made using the Shading tab. If i play the animation in blender everything works wonderful.
This is how my animation works:
THe shading tab has a value node with #frame that takes the index of the current frame as integer. THen this number is used into a noise to create my animation.
The problem lies when i try to export it. Ive been trying for 2 hours to export it I saw every vedio I could find about exporting animations BUT EVERY TIME i only get a blank square without the animation texture. I dont know if you can understand what i mean but the animation doest have any armor or bones or other such things it only has a texture that changes over the frames.
Any help would be greatly appreaciated :)

voxel animation to Godot

I am doing a voxel game in Godot. Using magicavoxel . Is there a fine way to do voxel animation without rigging in blender. May be frame animation of 3d model in Godot(is that possible or do we animate only 2dscreenshots of the model?)Because there is no proper export format for animated model in magicavoxel.
Or is there another good tool which allows to export animated voxel models, ready to use?
I know I am a little late to this question but if anyone is still looking for a fix this could work: If you want to animate frame by frame, one way that you could do this is by exporting each frame to an .obj from magicavoxel. Then load the model one after another switching them out every couple of frames. It might be a bit slow but if you really want to use this kind of animation style then this is probably the way to go.

Are morph target animations possible in Threejs using a Blender object?

I'm attempting to animate a figurehead for use in a project that utilizes speech recognition and talks back to the user. The main library I was planning on using to display the figurehead is Three.js, which has two different methods for animation - animation clips and morph targets.
Multiple animation clips might be too cumbersome for the project, but morph targets seem to fit the criteria of being able to animate the face depending on certain sounds being present. I want to use Blender to set up the morph targets, but much of the literature I'm reviewing seems contradictory. The Blender manual itself seems to suggest they are synonymous, but this article suggests that they are not the same (although they're trying to morph between two different object, so it may not be applicable).
Any insight from more experienced individuals on this course of action?
Three.js, which has two different methods for animation - animation clips and morph targets.
I'm afraid this is not true. An instance of THREE.AnimationClip is nothing else than a reusable set of keyframe tracks which represent an animation.
You are referring to animation techniques. Skeletal animation as well as morph target animation are both supported in three.js.
If you author Shape Keys in Blender and export the asset to glTF, it's possible to import them as morph targets into three.js via THREE.GLTFLoader.
three.js R113

substance painter export gltf in webgl(three.js) is totally black

When I import my model (.fbx) to draw a texture in the substance painter and export it to the .gltf format, I find that the metal I paint is gone and replaced by the shiny black, and then when I put the exported model in the three.js/examples/webgl_load_gltf.html case, I found that my model was dark and needed to be added a directLight can only see a point, the effect is not very good, but the case of importing the painter painter does not have any problems.
It looks as good as the model in the original example.
I would like to know what causes this two problems.
The problem is that your demo has only a single instance of HemisphereLight. The materials of your meshes are instances of MeshStandardMaterial with metalness values of 1.0. Since hemisphere lights are sources of indirect diffuse light, they are not reflected by pure metals. More information about this topic in: https://github.com/mrdoob/three.js/issues/9228
You should use a different light setting e.g. add a directional light. Or try to fix the material settings in your model.
DUDE I JUST WENT THROUGH THIS, it was a nightmare. I had a very shiny gold car with windows and all types of shit going on. Looked great as a USDZ! Then tried to export GLTF. Black.
Turned off all channels except normal and base color, looked fine.
Then went and turned on metallic and again black.
Then i realized "Oh, I didn't bake my mesh maps" like an idiot. Boom, metallic, roughness and opacity all suddenly worked.
Always ALWAYS bake your mesh maps. Substance is pointless without it.
I know this is 2 years old but apparently all the early adopters of Substance figured this out long ago, so this is for you, random person just learning this stuff. AR is only going to become more in demand, thank god I know how to make it cross-platform now.

Rotation error (Blender To Unity)

I made a simple cubic guy and armature for this guy in blender. Then I made some animations which are walk and 3 aim animation to use in blend tree. In blender everything looks good but when I import this animations to Unity, I realise that rotation of the arms are different. Let me show my problem with some ss. This is how the model looks in blender.
and when I import this model to Unity it looks like this :
I believe you guys can see the rotation difference between the upper arms. I couldnt find what is wrong. Anyone know what I am doing wrong ?
It's possible that the problem could be an animation keyframe setting in Blender. I would scroll through the Blender timeline on that animation and see if anything appears wrong.
Also, this Unity script could help with rotation conversion between the different coordinate systems between Blender and Unity (just in case this might be the problem): http://wiki.unity3d.com/index.php/FixBlenderImportRotation

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