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MAYA 2013 Animation Question - Multiple poses/animations in single .fbx export????

Discussion in 'Asset Importing & Exporting' started by Walldiv, Jan 27, 2013.

  1. Walldiv


    Jan 16, 2013
    Hey all! I've been modeling assetts in maya. . i have these rigged but i need to animate different poses for non-biped figurines IE: 4legged creatures, fish, etc.

    What is the workflow process called that i would save different animation sets in maya? I want to make a run/walk/idle cycles/stances for my characters, as well attacking defense stances/animations, and some emotes too. . . . but i dont know how to get a new/fresh timeline save the animation clip with a given name (WalkCycle, IdleStance etc. . .).

    Anyone versed in this? All help appreciated. . . even if you know what the term is that is for this process, i can look it up and study on myself. . i have digital tutors and cant find this topic :(
  2. zyzyx


    Jul 9, 2012
    I export one .fbx per animation. Alternatively you can arrange your animations back to back in one timeline. In Unity you can then set start and end frame for every animation in your timeline.
  3. Louchein


    Jan 20, 2013

    Hello, You can use the trax editor inside of Maya to store multiple animations in one scene and play them back using the same timeline independently of one another using a standard rig, or an IK/FK and FBIK rig.

    Maya has a long, and detailed, and very much useful documentation available to you at the very top right of the menu selection. Help/Maya Help, or Maya Learning will usually point you in the right direction. However I recommend consulting the help documentation.

    Type trax editor in the search toolbar available in the online documentation and you will be given access to multiple documents pertaining to using the trax editor.

    Alternatively you may search for video tutorials via Google to get a perspective on how to properly set up and use the trax editor. Some people may even offer tips and tricks unavailable in the documentation that ships with Maya.

    Helpful videos:

    (Youtube listed videos) -

    1: (Audio quality is harsh) -

    2: (Audio/Video quality is harsh) -

    I hope these help. However multiple animations may export as individual FBX files after having baked all animations in Maya, and selecting "Bake animation" in the FBX export properties tab.

    To bake animations, granted you have animated each rig using IK, or FBIK controllers you must first select all joints, and IK controllers after animation is complete, and go to Edit/Keys/Bake Simulation (select properties box) and set the time range to your time slider, or start to end and select the start frame, and end frame if you're creating walk, run cycles.

    While Unity can natively support Maya's formats, I recommend simply baking your animations in Maya, and then deleting any IK controllers left behind, and exporting them to FBX. Since not everyone can open MA, and MB formats, FBX is an almost universal format and can retain rig, hierarchy, and animation data.
    Last edited: Jan 28, 2013
  4. Seith


    Nov 3, 2012
    If I may add something: When I started using Unity I exported just one file containing all the animations for my character. Then I created the clips within Unity and all was peachy.

    Except one day when Unity crashed when I was exporting an updated animation and corrupted the entire animation file. Because then I had to manually re-create ALL of the clips, with ALL of their individual settings and curves. It was a nightmare. And that, my friends, is when I decided that separate animation files is the way to go... :)
    Piplodocus likes this.
  5. Anisoropos


    Jul 30, 2012
    @Seith Thanks for that heads-up! Was judging the pros and cons of the two ways but I'll go with multiple .fbx... I don't really like nightmares ;)