Importing maya model help

I created a mech warrior in maya and exported it as a fbx file. When i import it into unity, the geometry is WAYY off. It looks like 3 models marged into one. I attached screen shots to show what i mean. If you notice the Unity screen shot , there is so much geometry that i do not notice in maya (polyCube ect) All help is greatly appreciated!

400997--13774--$Screen shot 2010-10-04 at 10.18.35 PM.png


Do you mind showing your outliner in Maya? It would be very helpful. Try deleting all of your history in maya and also see if you have hidden geometry, maybe earlier versions? The outliner will help identify the problem a ton though.

This happens if you have empty group nodes in your scene. Be sure to delete them out. Like Daemonecles says freeze transforms and delete history as well.

I delted the history and it fixed the problem, my next question is how can i properly group each part of the model so when i import it into unity, i am able to attach different scripts to various parts?

WHen i import it , it still shows extra geometry layered on top of each other…how can i delete that properly in maya as well?

Here is another screenshot of what it looks like when i attach the follow script to the head…the head does a 180 flip and is offset to the body…???


It looks like a pivot point issue. The object has a pivot and so does the group be sure you have the pivot of the object your scripting in the proper place.

Also if its importing extra geometry you have empty group nodes. Delete them.

Yeah SirFency is right on. What you should do is take a much closer look at your Maya file.

  1. Start selecting all the geometry in the viewfinder, deleting history (or just delete all history in general) and the freeze transforms, then press Shift + P THEN Shift + G. This will group all your polygon assets into their own group (rename this group to something like GEOgrp).

  2. Now delete everything in your Outliner except that group that you created. Now go through the objects in the list in the Outliner, if two of the objects are the exact same, choose one arbitrarily and delete it.

  3. Now check all the pivot points for the objects in Maya (aka where the object moves from) and you can move them by either pressing insert then moving it or holding d and then moving it. This will make your geometry move from the correct pivot point in Unity.

  4. NOW you’re set to import it into unity.

Extra Credit: If you want to “group” parts of the model to move with each other you can either Mesh->Combine it (which will have its own sorts of nuances down the road with texturing and other things in Maya) or you can parent the mesh objects in Unity.

Hope this answers all your questions…Good luck.

thank you guys so much for the help, i finally got the geometry right using your techniques of grouping and deleting unnecessary things inside the outliner. I also fixed the pivot issue but the head still does a full 180 flip when i preview it…does that have to do with the pivot point? because i did center it in maya so i don’t understand why its flipping the figure around

It could have transforms on it. Try freezing the transforms and it could be something in the script you mentioned.

edbtzy, could you send me your mesh (ma/ma). It seems like you’re having too much trouble - even if there is a workaround we want to make Unity more friendly to any dropped in mesh (as long as FBX is exported correctly from Maya)…

Here is my model, I appreciate your help.

402662–13847–$MechRobot.mb.zip (45.8 KB)