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Importing Maya Animation into Unity (Environmental Effects): Ocean Ripples (Grey Plane is imported?)

Discussion in 'Editor & General Support' started by Deleted User, Jul 14, 2018.

  1. Deleted User

    Deleted User

    Guest

    Hello

    Question 1
    I am having trouble importing an animation into Unity. Using Ocean shader in Maya straight into Unity5 it imports it as a plane (a grey one) minus the animation (1 to 120 exported in Maya). All is fine in Maya when i export it.

    I realise Unity5 does have Water but this is a simple and excellent solution minus importing dozens of environmental files and risk breaking the UI. It also paves the way for further integration, be it Blender or other programs.

    If you wish to see a screenshot of the original animation quality it is here:

    https://ufile.io/ycwxh

    If you want the actual animation working perfectly it is here.

    https://we.tl/KGdFtNs0mO

    Question 2

    If Unity5 does not support particle effects or OceanShaders from Maya, would a simply camera rig at the same angle as Unity, with the same resolution, at the same distance scale of 1 (X,Y,Z Unity to Maya Default) and export of the animation as a mov (quicktime) or H.264 mpg file be enough to then, re-import it in Unity as a movie? It will be overlayed in layers. Complicated but workable with a little scripting.

    Ideally solution 1 is sought, Straight out of Maya Straight into Unity5.
     

    Attached Files:

  2. Deleted User

    Deleted User

    Guest

    When i say "Overlayed in layers" it means a second animation file be overlayed over the original ocean. Say a shark ripple etc.... You can then place these randomly as gameObjects in Unity. Randomize their occurence via scripting and you have a living, breathing ocean.

    Remember, great as it is i do not want a 3D ocean. The Camera is Orthographic set down at 90 degree angle. So Pro Unity Oceans, cool as they are, will be a waste of processor.
     
  3. Deleted User

    Deleted User

    Guest

    Shameless BUMP.
     
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