Reputation: 108
I have a FBX file with animation in it. When I import it into Maya(2017), the rotation value of bone 'arm_r_shoulder' looks like this:
But the value just changed after importing it into Unity(5.6.1f1):
The fbx can be downloaded here.
My question is, why are those values different? And how should I handle that?
Upvotes: 1
Views: 1856
Reputation: 58483
I suppose it's the Rotate Order
and/or Order of Transformation
issues. At first, check what Rotate Order
in Maya and then in Unity. This parameter must be the same in both packages.
You can change the Rotate Order
but preserve the overall transformation in Maya using this line of code:
import maya.cmds as cmds
cmds.xform(preserve=True, rotateOrder='yzx')
Also, there's Euler rotation vs Quaternion Rotation scheme:
import maya.cmds as cmds
cmds.rotationInterpolation('polyModel_rotateY', convert='quaternion')
Read this post to know how to make conversions using Python: Quaternion to Euler Rotations.
Upvotes: 0