I'm having a play around with Unity and just wondering how everybody else deals with fbx animation data from Maya?
We've had fbx support in the pipeline for years and I'm just doing some spring cleaning so I can take data into Unity. Now the problem is this, using FBX we can use the FBXExportBakeComplexAnimation to frameSample our rigs bound skeleton for output, all well and good. But the skeleton is nested under a few transforms in the Rig's hierarchy and when we export selected on the skeleton, these parent transform nodes are taken into the FBX, and then onto Unity.
So the question is, how do you remove them, stop them from being processed at all in the FBX without having to pre-process the scene, deference it and pre the rig structures prior to calling the FBX output? As I see it theres 2 things missing from the FBX options, 1: "output without namespaces" and 2: "ExportBakeRootsTo World"