Im trying to setup a character sent from our 3D modeling company into Unity. They are not familiar with Unity -so im not sure if the model is setup correct.
The animation seems to work well - but the characters hand flys over his hear, and the feet are moving inside his torso… very strange.
Ive tried checking the hierarchy in Maya and it seems to be ok.
I experienced similar problems with animations from c4d.
It seemed to be related with the weight-maps and not the bones. After clearing and redoing the weighting on those parts of the model it worked quite well. But i havent found a reason for that yet, so i cannot tell you when it happens or when not.
But clearing the weighting first, was absolutely neccessary. Just painting over it didnt work.
Shoes…riiight. I’ve never seen anyone wear shoes like that…well, to each his own I guess, just keep it to yourself. (I am going to have nightmares now)
Thats awesome - thanks for the advice. I will pass that onto the 3D guys.
One thing- Alpha-Loup suggested the the Character (bones and skin) should all derive from one main joint. (I think that’s what he meant); but you mentioned to keep the bones and mesh seperate. Could you explain in a bit more detail
Sorry, yeah I wasn’t clear on this. There are many ways to set up skin a character and it can get quite complex.
What AlphaLoup is probably referring to (what i hint at) is that meshes and joints be organized under a single reference node; under that, separating meshes from skeletons as it is the most flexible and clean.
would go something like in the image below (single skinned mesh for body);
The short answer is there is no easy way, but learning some of the character rigging basics will pay off in the end. I find the maya docs are quite good in this regard;