Hi,
Edit: attached is the .ma file I’ve been testing with. Nothing special.
I’ve done a bit of searching but I can’t find any notes on this:
Export from Blender 2.55 SVN r32991 Maya 2011 SP1 (FBXMaya 2011.3) through FBX (and through Unity’s automatic Maya conversion) are bringing in joints in the wrong place. I gave Maya a try when Blender’s export gave me the results, but Maya’s doing the same thing. It’s almost like the space the joints are in has been rotated 90 degrees on X and then squashed in some weird way. The mesh itself comes through fine.
Has anyone else experienced this? I’ve only recently moved up to Unity 3; in Unity 2.61 I never had this problem.
Thanks in advance,
~ k
430097–14917–$robopiece.zip (3.1 KB)
Can you post some screenshots? (I tried opening file on this computer, but it probably has been saved with later version of Maya, so it didn’t work).
Sure thing! (And thanks for replying.)
Here’s the original model:
And here are the root and hips joints as they come in, in Unity (note that the mesh is fine):
Weird, right? Am I missing something in an import setting? Like I said, I never had these problems before Unity 3. I was able to export from C4D, Maya, and Blender without any issues.
Thanks again!
looks weird indeed. But I did successfully imported with maya and fbx export with normal axis setup. My maya Y axis were up and fbx export option Y were up too. You may try re-installing lastest fbx plugin and check yopur settings again.