Low Res Model overriding High Res Model

Hello all,

I am having a weird issue so I will do my best to explain. I am importing a model from Maya 2011 into Unity as a .mb file and when I import it I am getting the model with both high res and low res meshes, which is ok. However, the problem lies in that the model will only use the low res mesh for its animations and I need it to use the high res model. The high res model isn’t getting the skinned mesh component either, so maybe Unity thinks it is just a another piece of geometry from the scene and is porting it over as such? I am not an animator and I know little Maya I have some one else on my team doing that, so this maybe a really easy question. How can I get rid of the low res mesh and use the high res mesh as the skinned mesh geometry so it will work with the animations?

Thanks for any and all help,

-Germ

i don’t know about unity model generation from mayafiles,but while exporting a model,delete it’s history in maya outline ,make sure that no other empty transformers are present in maya,last time ,when i was combined some polygons cubes scene from maya,two sets were created one is combined objects another set is seprated cubes

I tried deleting the the history and it cleaned up somethings going wrong with the model very nicely, however did not solve the issue.

If the models animations were being done in the low res version and I was just assuming they would transfer correctly, could that be causing an issue. Would they have to be animated in the high res version to be able to map to the high res version? I using the @name method for grabbing the animations.

Although that still doesn’t explain why the reference model is not getting the skinned mesh element on the high res mesh.

It sounds entirely like an issue with your setup within maya

never delete history on a mesh that has skeleton data on it. History is bad to have on an object in some cases (we dont need to keep track of the bevels, extrudes, soft edges, etc on a mesh) but all skeleton data is in history! There needs to be history on a mesh for the skeleton to affect any of the verticies at all. A character artist who knows what they are doing will typically model a character, delete its history, and then start rigging it to a skeleton.

The fact that the high rez model has no skinned mesh element on import makes me think the high rez mesh has no skeletal data. You’ll need your artist (or whoever you go the file from) to rig the high rez mesh. The animations should apply to it with the @name method just fine, but not until the high rez mesh has that skinned mesh render information that you need.

Short answer: fix it in maya!