Maya animations worked in 2.6 but not 3.1

What has happen to Unity 3.1 and Maya animations.
I was able to put my Maya *.mb files in a asset folder select bake animation in the importer and the animations worked like a charm in Unity 2.6. Now when I do the same in Unity 3.1 the model get squished but straightens out when a animation is played (hitting play).

Not easy to work with squished models in the editor.

(left: no animation playing the model is squished??, right: animation is playing and the model looks OK )

Is’t the FBX that is spooky??? Or Unity 3.1??

When I bake the anim in Unity importer I get fbx warnings :

Node ‘charName_Skeleton_grp’ has invalid Scale ChannelValues (0, 0, 0). Resetting it to (1, 1, 1).
Node ‘charName_root_ctrl’ has invalid Scale ChannelValues (0, 0, 0). Resetting it to (1, 1, 1).
Node ‘charName_spine_rig_grp’ has invalid Scale ChannelValues (0, 0, 0). Resetting it to (1, 1, 1).
Node ‘charName_rootCtrl_space_switch_grp’ has invalid Scale ChannelValues (0, 0, 0). Resetting it to (1, 1, 1).
Node ‘charName_midSpineCtrl_space_switch_grp’ has invalid Scale ChannelValues (0, 0, 0). Resetting it to (1, 1, 1).
Node ‘charName_lowSpineCtrl_space_switch_grp’ has invalid Scale ChannelValues (0, 0, 0). Resetting it to (1, 1, 1).
Node ‘charName_cogCtrl_space_switch_grp’ has invalid Scale ChannelValues (0, 0, 0). Resetting it to (1, 1, 1).

And this with a *.mb file with a model and rig that worked perfectly fine in Unity 2.6.

I’m using maya 2009.

Help Please!

Bump!!! No one knows???

"Unity currently imports from Maya

  1. All nodes with position, rotation and scale. Pivot points and Names are also imported.
  2. Meshes with vertex colors, normals and up to 2 UV sets.
  3. Materials with Texture and diffuse color. Multiple materials per mesh.
  4. Animations FK IK
  5. Bone-based animations

If you are using IK to animate characters you have to select the imported .mb file in Project View and choose Bake IK Simulation in the Import Settings dialog in the Inspector. "

Do the documentation fail??

Wox, which FBX exporter are you using? I would recommend to upgrade to the latest one and see if that helps. The warnings indicate that intermediate fbx is not exported correctly (to be more specific FBX SDK 2011.2 is not able to load your fbx file correctly). You can’t really blame Unity or FBX exporter. Problem is caused by incompatibility of your FBX exporter and FBX SDK used in Unity 3.1. As I said upgrading FBX plugin might help. If it doesn’t, then there is a serious problem with FBX plugin/SDK and problem should be reported to Autodesk.

BTW.: there is a workaround for your problem - you can sample animation on import, that way default pose will match position of first frame. I posted such AssetPostprocessor earlier (http://forum.unity3d.com/threads/63676-Deformation-of-the-model-in-Unity3)

d3gator, no, you can’t replace FBX SDK used in Unity, because it’s compiled into Unity. In theory Unity should be able to load old FBX version, but I have seen some incompatibilities myself…

Thx for the information Paulius. i’ll try that script and see how it works.
I was using fbx version 2009.4 and 2010.2 before but now i will try latest 2011.3 and se how it works.
It’s funny to see how things that worked just stopped working, not what you expect from a upgrade.

What Maya/fbx version did the Qa team used when they let the Fbx import stuff get an Ok?

Regards
/Wox

So far what I have come up with is that the Fbx 2011.3 does the job.

Sure, I agree. But these problems are not so widespread. I think I have like 3-4 broken models in bugreports on this issue. I didn’t get any bug reports on this issue prior to 3.0 release, IIRC.

We actually had a major issue before FBX SDK upgrade - animations exported by FBX plugins 2011 didn’t work in Unity. People could export FBX2010 format from FBX 2011 plugins, but that sometimes lead to bugs either… So we really wanted to do the upgrade for 3.0.

I expect to see some bugs after every major upgrade like this and we in cooperation with Autodesk put a lot of effort to fix those issues ASAP.

Various versions.

We have around 300 tests, i.e. around 300 files (mb, max, fbx, blender, c4d, obj, 3ds) exported/saved from various versions of Maya, 3dsMax, Blender and so on. These files are reimported and checked that they are binary compatible with previous version on every change.

Every time we get a new bug on 3d asset import - we put new test there, so we can’t break same thing twice.

Problem of course was that file for this issue wasn’t there, but in real world it’s imposible to have 100% test coverage.

Good to hear.