I am encounter a wired deformation issue when import Maya animation to Unity, please see the demo video for details:
In Maya, its seems ok, video link:
In Unity, its have wired deform issue, video link:
Any advice or suggestion to solve this issue would be very helpful, thank you in advance!
This is caused by a scaled bone - or bones. The fix is different in different softwares - and I do not use Maya.
In Max this is fixed by first, not scaling the bones, and second if accidentally scaled before animating - fixing the bone scale, which is usually done by replacing the bone with one that has proper scale.
This sometimes has a nasty effect on the skinning information / vertex weighting so performing a skin wrap process on a rig with no scaled bones is usually the process needed.
After animation - not really much you can do to save the animation data - because the bone will need to be replaced with a similar process as mentioned above (in Max).
I’ve heard/read that Maya has a much better non-destructive animation workflow so this might be fix-able in Maya by freezing or zeroing out the scale values of the bone that is causing the issue. This is in Maya and then re-export as usual.
Hope you find a non-destructive workflow for this fix, but I’m pretty positive the cause is a bone that has been scaled.