Unity natively imports Maya files. To get started, simply place your .mb or .ma file in your Unity支持導入maya的文件,開始的時候,簡單地把你的 .mb 或者 .ma 文件放到文件夾的Assets里面。當重新打開到unity的時候,文件在場景里面會自動的展現(xiàn)出來。 To see your model in Unity, simply drag it from the Project View into the Scene View or Hierarchy View. 在Unity中看到你的模型,只需要在project窗口拖動它到場景窗口或層次場景中。 All nodes with position, rotation and scale. Pivot points and Names are also imported. unity目前導入到maya: 位置上的全部節(jié)點,旋轉和縮放。樞軸點和名字都會導入。 Meshes with vertex colors, normals and up to 2 UV sets. 網格模型包含頂點顏色,法線和設置2UV組 Materials with Texture and diffuse color. Multiple materials per mesh. 紋理和漫射材料,每一個網格的多材料 Animations FK & IK Bone-based animations Blend Shapes 動物 FK & IK 基于骨骼的動畫,共混物的形狀 If you are using IK to animate characters you have to select the imported .mb file in Project View and choose Bake IK & Simulation in the Import Settings dialog in the Inspector. 如果要用ik到動畫人物中,你需要選擇導入 .mb文件 到project窗口和選擇烤ik & 在檢查員在導入設置對話框模擬。 Ensure you have the Blendshape applied to the export mesh with it's targets in order Optionally animate keyframes on the blendshape node, if you require Maya animation keyframes Check animation > Deformations, Skins if required and Morphs in the FBX export dialogue In order to import Maya .mb and .ma files, you need to have Maya installed on the machine you are using Unity to import the .mb/.ma file. Maya 8.0 and up is supported. 確保你的形狀融合應用于出口網格與它的目標可選的動畫關鍵幀的形狀融合的節(jié)點,如果你需要MAYA動畫關鍵幀 檢查皮膚變形動畫>,如果需要和變種的FBX導出對話 要求要導入Maya .mb和 .ma 文件,您需要安裝您所使用的MAYA統(tǒng)一進口機器.mb /.ma 文件。瑪雅8.0和支持。 If you don't have Maya installed on your machine but want to import a Maya file from another machine, you can export to fbx format, which Unity imports natively. Please Install the Latest Version of FBX for best results. To for general export guidelines see HOWTO_exportFBX. 如果不需要maya安裝到你的機子上面,但想去導入其他機子上的maya文件,你必須導出fbx格式,選擇導入到這個unity.請安裝最新的版本會有驚喜的結果。對一般導出口指南見howto_exportfbx。 Once exported Place the fbx file in the Unity project folder. Unity will now automatically import the fbx file. Check the FBX import setting in the inspector as mentioned in HOWTO_exportFBX fbx文件輸出的地方在unity project 文件夾里。unity將自動的導入fbx文件。在檢查中導入fbx設置在HOWTO_exportFBX When Unity imports a Maya file it will launch Maya in the background. Unity then communicates with Maya to convert the .mb file into a format Unity can read. The first time you import a Maya file in Unity, Maya has to launch in a command line process, this can take around 20 seconds, but subsequent imports will be very quick. 用后臺啟動maya導入unity. unity 將通信轉轉化unity可以讀取的的 .mb 文件。你第一次導入maya文件,maya在一個命令行中啟動。這可能需要20秒左右的時間,但隨后的導入將很快。 Keep your scene simple, try and work with a file which only contains the objects you need in Unity 打開簡單的場景,試著去創(chuàng)建以訛過文件,在unity中選擇你需要的對象 If your meshes cause problems, make sure you have converted any patches, nurbs surface etc into Polygons (Modify > Convert + also Mesh > Quadragulate/Triangulate) Unity only support Polygons. 如果你的網格引起問題,確保你把任何補丁,NURBS曲面等成多邊形(修改>轉換+網> quadragulate /三角)統(tǒng)一只支持多邊形。 Maya in some rare cases messes up the node history, which sometimes results in models not exporting correctly. Fortunately you can very easily fix this by selecting Edit->Delete by Type->Non-Deformer History. maya在某些罕見的情況下,打亂了節(jié)點的歷史,這有時會導致不正確的模型輸出。幸運的是,你可以很容易地解決這個問題通過選擇編輯>按類型刪除>非歷史記錄 Unity likes to keep up with the latest FBX where possible so if you have any issues with importing some models, check for the latest FBX exporters from Autodesk website or revert to FBX 2012 要在盡可能最新的FBX如果你有任何問題,引進一些模型,檢查最新的FBX出口商從Autodesk FBX網站或恢復到2012 Animation baking in Maya is now done with FBX instead of natively, which allows for more complex animations to be baked properly to FBX format. If you are using driven keys, then make sure to set at least one key on your drivers for the animation to bake properly Page last updated: 2013-11-13 在MAYA烘焙動畫現(xiàn)在做了FBX代替本身,它允許更復雜的動畫是烤好的FBX格式。如果你使用驅動關鍵幀,然后確保設置至少一個鍵在你的驅動的動畫烤好Unity currently imports from Maya: | unity目錄導入到maya:
Exporting Blend Shapes (morphing) from Maya |出口共混物的形狀(變形)來自maya
Requirements |要求
Behind the import process (Advanced) |導入過程之后(高級)
Troubleshooting |故障排除
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