Hi y’all - I’m trying to import my friend’s rigged character built in Maya 8.5 (on Windows) as an fbx, and seeing wierd errors:
Same in Cheetah
Here’s a scrape of his export settings
any ideas as to what’s going on?
Hi y’all - I’m trying to import my friend’s rigged character built in Maya 8.5 (on Windows) as an fbx, and seeing wierd errors:
Same in Cheetah
Here’s a scrape of his export settings
any ideas as to what’s going on?
Try constraints on, character definition on,export nurbs as polygons if using nurbs…
Sometimes changing the scale of a bone in unity (one time from 1.0 to -1.0, another ramping the size up by 10)would fix minor issues, but yours are serious. Ill check how you go tommorrow. Good luck, may the fbx be with you. :roll: lol
AC
Ouch, that looks like it hurts ![]()
The FBX export settings look fine to me. It seems like the scaling of the the bones is off, but the weird thing is that it looks like only some bones are out of scale. This might be a painful thing to do, but I’d detatch the skin in Maya, re-orient the skeleton, delete history, and smooth bind the skin again. This is a real pain in the ass if you’ve taken a lot of time weight painting the skeleton. You can try detatching the skin while keeping the history (therefore maintaining the weights), but if my model came into Unity looking like that I’d probably start fresh.
HTH,
Ethan
If you had weighted, and were following Ethans suggestions, Theres a function in Maya where you can export the weight map, and reimport it, Its explained in the Maya help files but I havent used it yet. I also usually uncheck the baked complex animation box. It would be great to understand this window, but thats probably for an autodesk forum, unless theres a maya guru waiting to help us here.
AC
Good point Targos, that would save you a lot of time. I’ve only done it once but it worked great. I think you should keep checked the “Bake Complex Animations” though if you’re using any IK or other Maya specific animation doodads.
thanks y’all - I’ll pass that along. I thought it might be something w/ the weight painting…