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Discussion in 'External Tools' started by cherub, Apr 26, 2006.

  1. cherub

    cherub

    Joined:
    Apr 26, 2006
    Posts:
    494
    Hey all, Unity looks really cool. I was hoping someone could direct me to a more detailed description of what exactly can or can not be imported from maya.

    assume ill use the mac maya.

    1. are skin animated models supported?
    2. if yes....what is the bone limit per vert?
    3. what types of falloff are available for lights?
    4. can i write custom shaders for lights?
    5. are multi uv sets exported?
    6. does unity retain edge smooth values?
    7. do you get bump from any light type or just directional?
    8. do you get specular from any light type or just directional?
    9. are only tri polys supported?
    10. what screen resolution/aspect ratios are supported?
    11. is grouping in maya a problem?
    12. are blend shapes supported?

    sorry for the disorganization of my questions.
    unity looks really promicing....

    ~C
     
  2. antenna-tree

    antenna-tree

    Joined:
    Oct 30, 2005
    Posts:
    5,325
    I can answer half of these for you...

    1.yes, FK are fine... IK need to be baked, which works very well.
    2.hmmm, good question... never ran into a ceiling.
    3.I think it's none, linear, and quadratic.
    4.not sure
    5.they will be in the next release.
    6.yes
    7.any Pixel light
    8.any Pixel light
    9.only tris
    10.no ceiling on resolution, a handful of aspect ratios
    11.groups come in perfectly
    12.not directly from maya, need to be set up in unity (not positive on this one though).

    I'm sure others can elaborate more.
     
  3. freyr

    freyr

    Joined:
    Apr 7, 2005
    Posts:
    1,148
    Unity automatically splits polygons into triangles upon import.
     
  4. NicholasFrancis

    NicholasFrancis

    Joined:
    Apr 8, 2005
    Posts:
    1,587
    1. IK is baked transparently on import.
    2. Four bones per vert in Unity. You can configure unity to use 2 or 1 per instance (so the bystander in the background only gets 1).

    [/b]
     
  5. cherub

    cherub

    Joined:
    Apr 26, 2006
    Posts:
    494
    thanks for the info!, a few more questions if you dont mind.

    1. do animation keys have editable tangents?

    2. is there an Level Of Detail system for models?

    3. what mipping algorythms are used?

    4. what texture formats are supported?

    ~C
     
  6. Aras

    Aras

    Unity Technologies

    Joined:
    Nov 7, 2005
    Posts:
    4,537
    Animations in Unity look the same as they are in your animation package. You can use whatever techniques there - animating keyframes, IK, mocap, procedural, etc. We sample that at high rate and convert to our own keyframes with no loss of precision.
    Not at the moment. You can swap discrete geometric levels of detail yourself though.
    Do you mean "how the mipmaps are generated" or "what filters are used at render time"?
    Mipmaps in Unity are generated using either Box or Kaiser filters, with or without gamma correction.
    At runtime, you can setup a Bilinear, Trilinear or Anisotropic filters (edit: or Point as well).
    For source textures - pretty much anything (psd, tga, tiff, jpg, ...). For the actual use on the graphics card textures can be: Alpha 8 bit, RGBA 16/32 bit, RGB 24 bit, DXT1 or DXT3. A secret: DXT5 and improved DXT compression quality is coming soon!
     
  7. cherub

    cherub

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    "Bilinear, Trilinear or Anisotropic filters."
    yes..thats waht i was asking..:)

    what i meant by key tangents was for the animations done in unity.

    ~C
     
  8. Joachim_Ante

    Joachim_Ante

    Unity Technologies

    Joined:
    Mar 16, 2005
    Posts:
    4,711
    Internally we are using cubic hermite interpolated curves.
    But in Unity you don't need to know about all this. You just have an animation clip that you can play.

    Unity simply makes sure that what you end up in Unity looks exactly like in your source artwork.
     
  9. cherub

    cherub

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    Apr 26, 2006
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    LOL...im sorry...i guess what i really meant was animation keys "Created" in unity.
     
  10. Joachim_Ante

    Joachim_Ante

    Unity Technologies

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    Mar 16, 2005
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    We use hermite interpolation in the keyframe editor.
    They are always smoothed at the moment.
     
  11. islanddreamer

    islanddreamer

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    Apr 29, 2006
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    473
    Referring to blend shapes, how would I go about importing a character with blend shapes defined in Maya?

    How do you set their visibility in Unity?
     
  12. Joachim_Ante

    Joachim_Ante

    Unity Technologies

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    At the moment you will have to use bones instead of blend shapes.
     
  13. islanddreamer

    islanddreamer

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    Is blend shape support in the works?