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Maya ASCII support

Discussion in 'Unity Build Automation' started by BigToe, Jan 14, 2015.

  1. BigToe

    BigToe

    Joined:
    Nov 1, 2010
    Posts:
    204
    I have a couple of maya (.ma) files in my project and when I use Cloud Build the geometry is gone in the build. It doesn't crash, just missing the mesh. I am replacing with fbx files, but this did take me a little bit to figure out.

    I couldn't find any QA regarding this and I know there are issues with having Maya on the same machine, but this is a little problematic. If its not supported in UCB it probably needs to be posted somewhere obvious so others don't have to figure out what's happening.

    Thanks
     
    isidro02139 and hypeNate like this.
  2. hypeNate

    hypeNate

    Unity Technologies

    Joined:
    Apr 4, 2014
    Posts:
    272
    Hi @BigToe - sorry that happened. We have some information on it in our FAQ ( https://build.cloud.unity3d.com/support/faq ), but perhaps it needs to be called out somewhere else. I'll look into adding a Guide in the support section for how to manage / prepare those formats. Thanks for the note!
     
  3. isidro02139

    isidro02139

    Joined:
    Jul 31, 2012
    Posts:
    72
    I had this problem with Blender. Exported the fbx so it was a separate file, hooked up the materials and it worked.

    That whole Blender / FBX import pipeline is still murky in my mind... who's code is doing the 'export' ?
     
  4. David-Berger

    David-Berger

    Unity Technologies

    Joined:
    Jul 16, 2014
    Posts:
    740
    Yes ,fbx files are the once you want. I'm not sure if I understood the other question but blender's exporter is coded by the blender crew and the fbx is written out by whatever options you set in their exporter. There are other threads on the forums about 'good' settings for blender fbx exports (basically Unity only accepts maya exported fbx files cleanly without some weird little issues) The latest blender fbx exporter is meant to have fixed those quirks, though; things like rotations and scales and unit setup and fps/frame rates are all handled by the exporter on blenders side, not on Unity's side, as far as I know. But please get more detailed information in the appropriate threads about Blender as these are monitored by specialists in those areas. ;)