Tutorial animated curtain from Maya imported into Unity
Start Unity (You may need to set up an account)
Give your project a name such as Maya_Tutorial. This will create a folder with folders inside.
Save to the Desktop.
Select Create Project.
(Close the Services tab, right mouse over the tab, select Close Tab if Services is there.)
Import a VR Camera and Sensors for Vive
Choose Window->Asset Store
Type Steam VR Plugin in the search bar, also select FREE ONLY button
Select the Steam VR Plugin (the free one by Valve Corporation) and Download
Choose Accept All and OK a few times
Put the main view window back to Scene instead of Asset Store
Click the Scene tab on the left
Open the arrow on the SteamVR folder from the Project tab
Drag the CameraRig into the Hierarchy tab
In the Inspector tab under Steam VR_Play Area change Size to Calibrated, this uses the calibrated area from the headset
Main Camera Settings
Select the Main Camera from the Hierarchy tab
In the Inspector tab
Change Target Display to Display 2.
Change the Target Eye to None
In Maya: Make a curtain
Create a snakey curve in the top view.
Create->Curve Tools->CV Curve Tool-> Curve degree 3 Cubic
Select the curve.
Choose Style: Distance
Input your Extrude Length: 8
Choose Direction: Specify
Choose the Y Axis
Choose Output geometry: Polygons
Choose Tessellation method: General
Change U type to: Per span # of iso params
Change V type to: Per span # of iso params
Input Number U: 3 (If this is too jaggy, increase)
Input Number V: 3
Poly Extrude a thickness
You need to do this because Unity used single sided geometry display.
Right mouse to select all the faces
Select Edit Mesh->Extrude.
Select Keep Faces Together.
Move the blue (z axis) extrude arrow to the desired thickness, not too thick.
Select Edit Delete by type->History
Add nCloth dynamics
Switch over to the FX section, choose from upper left, status line.
Select the curtain
Choose nCloth->Create nCloth
Constrain the curtain to an imaginary curtain rod
Select the top row of vertices
Select nConstraint->Transform Constraint
Select the curtain
Bring up the Attribute Editor
Arrow over to the nucleus1 tab
Under Gravity and Wind
Change Wind Speed to 4
Change Wind Direction to 1, 0, 1
Use the simulation to model
Make at least 3 copies from various frames of the animation:
Play the animation.
Hit the play arrow on the time slider to play and stop when you like a model.
Select the curtain
The copy will not have any dynamics. Do this 3 times
Delete the original nCloth and curves
Keep the 3 duplicated curtain meshes
1 will be the base shape
Name the other 2 curtains curtain1 and curtain2
Surgically remove invisible nodes that mess you up in Unity:
Select one shape at a time
Select Windows->General Editors->Hypergraph: Connections
Select the light grey node
Close the Connection window
Repeat for each shape
Switch over to the Animation section, choose from upper left, status line.
Select the first curtain (base)
Choose Deform -> Blend Shape
(This adds blend shapes options in the channel editor)
Select curtain1 (target), use shift to select the first curtain(base) too.
(The order is important)
Choose Deform-> Blend Shape -> Add
Do this again for curtain2
Delete the target curtains.
Look at the channel editor, you now have 2 new channels to animate.
Set some keyframes
Choose File->Save As select Desktop->Maya_Tutorial->Assets (Or the name of your Unity Project folder.) Maya scene files will transfer straight into your Unity file.
Any animated items should be separate Maya files. It will be easier to manage
**IMPORTANT Save a spare copy of your Maya model and Textures in another folder away from your Unity project.
Select the Assets folder in the Project tab
Select each Maya file, select the Model section, change the Scale Factor in the Inspector tab to .3.
Drag each Maya file from the Assets list in the Projects tab into the Hierarchy tab.
Set up your animation to loop constantly
From the top menu, select Assets->Create->Animation Controller, name it
Select Assets in the Project tab
Click the small arrow to reveal the contents of your animated object
Double click the New Animation Controller you just made.
Drag the Take 001 icon into the Animation Controller window. (It is located under the small arrow you opened in the Assets tab.)
Select the object that has the animation from the Hierarchy window
In the Inspector, Animator should be checked
Click the small round circle to the right of Controller, select the controller you just added.
If you would like to loop your animation:
Select the object that has the animation from the Assets window
Change to the Animations section of the Inspector
Check Loop Time
Testing without the Vive
Hit the Play button
Change to Display 2 in the Game window.
If the camera view does not look right, Make sure Scale is 1x in the Game window.