Help! Mesh is connected to wrong nodes for unknown reason

The issue is, after importing the attached maya character file, we have specific nodes that we are expecting the mesh and material to be attached to but it is attaching to other materials.? The material assignments are not mapping properly.

29666–1094–$femalecharacter_206.zip (3.52 MB)

Hiya all, wanted to add some additional background info… This model originally was modelled in Max9, rigged and animated with the Skin Modifier and a Biped, then was brought into Maya, via FBX, and then put into Unity.

We’ve done this process with 3 character models so far, and it’s worked well on the other 2, but on this one there are a couple of models that are having issues. We have a series of mesh pieces for each segment of the character, the character being split into the following sections (legs, torso, head, hair, shoes)… Most of the pieces work fine, but a few are having an issue we haven’t seen before, and can’t seem to pinpoint the issue.

An example is ‘l_labcoatbottom’, which is one of the leg pieces, this model doesn’t seem to have any material associated with it, and instead, the material that belong to this mesh is listed under the top most bone in the skeleton “Bip 01”, instead of the model itself, where we’re expecting it, as a result it’s causing problems for the way we are enabling and disabling the meshrenderer on the objects.
We’re not sure what is causing the issue as of yet, we’ve tried rerigging, and taking it through the process again and are having the same results, but the other leg pieces work as expected.

Any thoughts?

  • JT