Live in the Asset Store

My Unity Maya Extensions are now live in the Unity Asset Store, so you can also download them directly from within Unity. Please note that the license was slightly modified to comply with their requirements (instead of MIT, it’s a modified version of the FreeBSD license, which hopefully should make no difference for anyone else).

6 Responses to “Live in the Asset Store”

  1. koss says:

    I’ve downloaded and imported this package through Unity, but in Readme under requirements is written Unity Pro…is that so?
    probably that’s why I cannot get it to work…

  2. Adam says:

    Yes. The whole thing makes extensive use of the AssetPostprocessor class, which I believe is unfortunately unavailable in the basic version of Unity.

  3. Juan says:

    That´s odd. I´ve been using the free version of Unity, and while I haven´t tested the blendshape support. The Maya constraint support and such seem to work perfectly! Perhaps only certain features are not functional with Unity Free?

  4. Adam says:

    Hi Juan,

    The components will still work fine, so you can manually create constraints in your Unity project. What requires Pro is the ability to automatically import those from the Maya file; unless you’re saying that works for you, which would be (happy) news to me.

  5. Juan says:

    Hi Adam,
    Yes, I’ve been able to automatically import .ma files into unity while preserving constraints without any issues. Congratulations on a fantastic toolset, and on your tremendous generosity.

  6. Tom says:

    Hello,
    The workflow for blendshapes from Maya into Unity and the whole toolset is really great. Thank you so much, this will save me a great deal of time.

    I’ve run into a problem, and I hope you can help me. The problem is that I am unable to import animated meshes that have blendshapes on them from Maya correctly. Normal non-skinned meshes work fine.
    When Unity imports them the source maya file, the python script creates the additional meshes, but it does not attach the blendshape script to the object itself. It also seems to merge both the source and blendshape meshes into one when you drag the object into the scene.

    Is there anything that can be done to fix this?

    Cheers

Leave a Reply