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Modo 801 - Importing multiple animation takes

Discussion in 'Asset Importing & Exporting' started by atmuc, Oct 20, 2014.

  1. atmuc

    atmuc

    Joined:
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    Posts:
    1,125
    You can use attached file to import multiple animation takes from lxo files. you can find installation notes in this file. Unzip and read it.
     

    Attached Files:

  2. atmuc

    atmuc

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    if it works for your scene, please write feedback.
     
  3. nathantran

    nathantran

    Joined:
    Mar 16, 2014
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    atmuc,

    You seem to be knowledgeable when it comes to using Modo and Unity. Let me ask you this question. I have a model I created, rigged using ACS and animated in MODO. The animation looks fine in MODO but after exporting via fbx to Unity the weight maps don't seem to hold. Let me illustrate with these gifs.


    MODO 801


    Unity 4.5.5

    Doesn't matter how I paint my weight maps there's always some non-uniformity.

    Any idea why?
    Nathan.
     
  4. atmuc

    atmuc

    Joined:
    Feb 28, 2011
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    Change "Skinned Mesh Render" component's Quality parameter to "2 Bone" or "4 Bone". For performance issues Unity uses limited number of bone deformer for a vertex. I guess auto uses 1. it means only one bone effect a vertex. in modo you can limit normalized map source. for acs rig 4 Bone should work fine.
     
  5. nathantran

    nathantran

    Joined:
    Mar 16, 2014
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    atmuc,

    Thank you. I wish I knew about this before tearing out my hair. I appears that Unity quality "auto" equates to 2 bones per vertex by default. I re-binded my char using 2 bone limit using rigid bind and everything turned out much better than heat bind which was the prefered bind method in the tutorial videos that I watched. It didn't occur to me to even try using the rigid bind. I guess for very-low poly count characters it's best to start with rigid bind and then work from there.

    Regarding your Modotounity.py it managed to export the actions as takes but it also exported the saved poses as separate takes as well. Unity took a very long time to export the animations using the new modotounity.py. It might be due to the ACS rig not being baked. When I do bake the ACS rig, it also baked the latest animation as the only animation in the model. Your modotounity.py won't even export this animation. I had to use fbx export to see it.

    Any way I can speed up the export in Unity and remove the poses?

    Thanks again.
    Nathan.
     
  6. atmuc

    atmuc

    Joined:
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    ACS also uses morph deformers for some muscles. if you used/edited them, after you bake it, it will work on Unity when playing animation. if you try to rotate bones, it will not work on Unity because you must add blendshape drivers.

    My script uses Modo's standard fbx export process. there is default parameters for exporting fbx. i set some of them. when you use my script it makes both modo export and unity import. so it looks longer. there are some known issues; http://community.thefoundry.co.uk/support/MODO801_known_issues.aspx

    also you cannot import acs rig to modo because it uses many deformers that unity cannot use.

    i can do anything in this script what you can do with modo fbx export using modo gui. as i tested fbx 2013 export it exports poses as a take, and it does not export default take. what version do you use?(preferences,File I/O,FBX I/O) can you share your fbx io preferences.
     
  7. nathantran

    nathantran

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    atmuc,

    Here are my fbx preferences.



    Exporting the above model with 2 animations took about 2 mins on macbookpro 2010. I don't think I made any special change in the settings to make it work. So using this method to export we're stuck with having poses as takes in Unity? Can I safely delete the un-needed takes?

    Nathan.
     
  8. atmuc

    atmuc

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    Let's make it clear;

    what version of Unity do you use? 4.5.5?

    what version of Modo do you use? 801p2?

    when you use File/Export As/Autodesk FBX 2013 with above settings;
    Do you get poses as takes in Unity?
    do you get baked default animation in Unity?
     
  9. nathantran

    nathantran

    Joined:
    Mar 16, 2014
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    Sorry for the confusion. I forgot to mention version numbers in the last post.

    Unity - 4.5.5
    Modo - 801sp2

    When I use File/Export As/Autodesk FBX 2013 with above settings I just get the mesh and the rig in Unity, no animation at all. However, if I save the project as lxo directly in the Unity asset folder, your modotounity.py script will load up an instance of Modo and import using FBX. I get all actions imported as takes in Unity. Except, as stated above, I also get all poses as individual takes as well.

    Hope that helps.
     
  10. atmuc

    atmuc

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    i tested my script with baked acs animation. acs uses the same action to bake. unity can import this animation with my script. i am beta user of acs so i use beta version of it. what is your acs version? in both cases poses are imported as a take. it is enough for me to describe File/Export As/Autodesk FBX 2013. if you catch best result on this process please describe it.i can convert it to a script. for example i confused when you get poses as take in your last post :)

    my script import lxo file within 15 seconds. i have 120 frame animation in it. what file format do you use for texture? if you use tga please try png. what is you texture size? you can test import time by removing you textures.

    i can also add some code to script to remove poses before import.
     
  11. atmuc

    atmuc

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    Do you have a pose with the same name of your action?
     
  12. kilik128

    kilik128

    Joined:
    Jul 15, 2013
    Posts:
    909
    maybie can you help i'am looking for workflow on animation
    for retargetting quadriped on modo but when import
    model i got only one animation