Duplicate Objects From Maya Renamed

When importing a scene from maya we’ve noticed that objects with duplicate names are getting junk appended to their names. One of the things we’ve been trying to do is move a lot of the level editing Maya side. So if we have an object that needs to play an animation when touched we attach a child object called AnimationTrigger. We have several AnimationTriggers per scene. The first AnimationTrigger comes through just fine but after that all other AnimationTrigger get junk appended to the ends of their names ie. AnimationTrigger_ncl1_2, AnimationTrigger_ncl2_ncl1_2.

At first I thought this might be a Maya issue so I dug through the scene.ma (Maya ascii file) to see how the nodes were parented/created and the names are just how we want them. So we’re starting to think this is something on the Unity side that’s renaming our objects during the import. Is this expected behavior? Is there a way around this? Are we missing anything? We’ve tried importing both the fbx and the .ma with the same results.

Have you looked at the FBX ASCII file to see what the naming convention is there?

I wasn’t able to read any file names from the fbx files as they’re mostly garbage in the text editor. Instead what we did was set up our computer to allow maya.ma 's to be imported directly into Unity. The results were the same in both cases.

Here’s an example of what we’re seeing:


Try exporting the FBX in ASCII format and see what the naming convention is (you can switch between binary and ASCII format in Maya’s FBX exporter dialog).

The reason I ask is because Unity is of course converting your MA file to FBX in the background so it might be an issue with the FBX format itself. I just asked Joachim if Unity ever appends any letters to the ends of names on import and he said no… but he’s knee deep in code and might not have been really listening :wink:

Ethan

Confirmed… they get renamed in the fbx. :frowning: