Maya file -> FBX file -> Unity3d: is it a bug on the Scale Factor stuff?

I’m working on some character model and see that when I try to export an FBX file from Maya using meter as the unit, the display will be wrong in Unity when imported. Suppose that the hierarchy of the FBX is a->b->c and the original scales in Maya are all (1,1,1). I get a wrong scale at c, say (0.01, 0.01, 0.01), and all it’s children. No matter I use 0.01 or 1 as the scale factor, the render results are equally scaring… Does anyone have an idea what’s happening? Thank you.

We’ve also seen some odd behavior in the past when importing meshes from Maya. A few things you can try: first, make I’ve never had any luck with the 2011 version of the Maya FBX plugin. 2010 seems to have better results, and some initial testing with 2012 seems to work OK. When we used 2011, there were a lot of instances where the mesh would be extremely deformed after importing. You can change this in the FBX export settings in Maya.

Second, try exporting the mesh with the scale set to centimeters instead of meters. I can’t explain why this is a problem, but you can avoid issues by exporting from Maya with (1 unit = 1cm) and then import into Unity with a scale factor of 0.01 (so 1 unit = 0.01 world units, 100 units = 1 meter = 1 world unit). This is mildly annoying, but the model should import at the same size it would if you had used meters and a scale factor of 1.

Good luck!