Danius tried to resolve these issues but could not be successful. After some experimentation in exporting FBX files in different ways and changing the pivot point on each of my animation cycles we found that the camera in unity would rotate on the zeroed co-ordinates of Maya.
In Maya I often move objects that are completed off of the zero co-ordinate in order to work on something new. The animation was than animated in which ever position I had placed my model.
As we had found the solution to our problem, although it may not have been the only way to remedy it I went ahead and created a null for each of my animation scenes then moved them all to the centre of Maya’s work space.
As of yet I have not seen the results but I have been assured they all work correctly.


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