Hi,
I have an issue with FBXs updating in Unity4.5.3. I have a prefab that has skinned geometry in it, and all is well. In play mode my geometry animates. However when I make changes to the geometry in Maya and re-export it, it comes back wrong in Unity.
What I mean is that some geometry appears to be skinned to a different bone, and renders in the wrong place. My FBX that comes into Unity only has about 10 objects in it and they are skinned to a bone rig that animates.
The strange thing is that if I redraw the FBX manually into the scene all parts render in the correct place! So if I manually drag in the FBX again and re-wire up all the materials and bone rig, animation controller, masks, avatar etc all looks correct.
My gut feeling is that Unity is creating a mapping the first time it creates the bone to mesh mapping and maps a bone to a tri-strip and if that changes from a new export it will map to the wrong mesh - this is how it seems anyway.
I export very regularly from Maya whether its to change my animation or change the geometry and the model in Unity goes wrong really often. Has anyone seen this before? I had a good look through the answers section but couldn’t see anything quite like this?
Any help would be really appreciated!
Thanks
James