To simplify the process of getting your animation out of Maya and into a usable format, I've created an Animation Export Script. This script works with all Game Ready characters, so you'll only need to purchase it once.
Instructions: You can tell which characters are Game Ready a few ways: 1. The Game Ready Icon 2. The Game Ready tag in the promotion images 3. A variant of the rig called (rigName)_GameReady.ma 4. A provided FBX file (rigName)_Char.fbx
If a rig has these components, then they're good to go. If a character is missing these, than they are not currently setup to be exported to a game engine. Hopefully all the AnimRigs will be Game Ready in the future.
So now that you have a Game Ready AnimRig and the Animation Export Script, let's get started.
1. Download the kfUnity_AnimExport script > 2. Unzip the file to reveal the kfUnity_AnimExport.mel script
3. Open Maya
4. Reference in a *_GameReady.ma AnimRig
**Note: If you've already referenced in and animated the regular rig (in this case animRig_Kunoichi.ma), you can replace the reference with the GameReady version without losing the animation**
To Switch between a referenced regular AnimRig and a GameReady Rig
1. Maya > File > Reference Editor
2. Select the Rig from the list, right click, Reference > Replace Reference
3. Select the rig variant you'd like to switch to.
Since the controls are the same between the two rigs, the only difference is the addition of a single joint skeleton and duplicate meshes with game ready skin weights, switching back and forth shouldn't be an issue.
5. Once your scene is setup with the GameReady rig referenced in, feel free to animate as desired.
6. Now that the character is animated, you can export it with the kfUnity_AnimExport script
7. Opening the Script 1. Maya > Windows > General Editors > Script Editor
3. Script Editor > File > Source Script > Locate kfUnity_AnimExport.mel from the unzipped directory, select it and click 'Open'
4. Nothing will happen when the script is sourced, all this did was load it into Maya's memory
5. Run the follow MEL command in a MEL in the Script Editor (type the command and press 'Enter')
6. A new UI should pop up, feel free to close the Script Editor
8. From here you can follow the UI instructions, but for more explanation per step continue reading
UI Steps 1. Save your animation Maya scene, the script will not work in a new, blank scene as it needs a directory to export the FBX too which it pulls from the Maya file path
2. Set the timeline to the range you want to export. From this, you could animate the entire animation set in a single file and export them individually by adjusting the range slider
3. Select a referenced Rig Control. Select any control on the rig you want to export, this tells the script which character you want to export incase you have more than one character in your scene
4. Provide a name for the animation, the default is idle_v01. In this example I had the character squat down 5. Export Options Euler Filter Curves : Since the animation is baked down to joints, this is runs an Euler filter to help reduce gimbal flipping Export Mesh with FBX : This is off by default, since most engines only need skeletal data per animation since that data is applied to the character FBX Save Anim Maya File :
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