Character Animation Bakes fine in Maya...but imports odd

Hello,

I have a character build in Maya. The character has had animations baked into the joints successfully in Maya.

The character is a walrus with a few disconnected joints.
The character also has an expression for a stretchy spine.

Upon importing into Unity and setting the animation to bake it is obvious that the skin weighting is off. Especially around the spine area and arms.

I’ve tried exporting as an FBX
I’ve deleted non-deformer history

I’m wondering if there’s some other solution since the animation appears completely fine in Maya.

I’ve had success with other character, not sure why this ones acting up.

Thanks

Make sure your animations are in fact baked to keys in Maya by deleting everything except the joints that are weighted and moving the mesh.

If your animation plays back the same after you delete all the control objects, you know the animation is baked correctly.

Let us know how that goes.

Yes the animations have been baked into the joints.

I thought the problem might be that the influences per vertex had been set to high so I made sure that they were reset to be within Unity’s range 4 influences per vertex.

Still no luck.

Figure I’ll include an image of the problem just in case.

Hopefully this will help someone:

I found the solution to this problem was that the default project settings for skinning was only set to 2 bones per vertex. I then changed this to 4 bones per vertex.

  1. Edit > Project Settings > Quality

  2. Saw that the settings were set to good
    Proceeded to modify the Good Settings from the drop down menu

  3. Set Blend Weights from 2 Bones to 4 Bones.

Skinning was solved from this particular animation.