Maya rig problems

Hello here’s my rig.

https://scontent-lhr3-1.xx.fbcdn.net/hphotos-xft1/v/t1.0-9/11427205_694546417339270_70115278894496953_n.png?oh=fd39d91c4836d0aa235b449657fa3ede&oe=55F42F09

When I export the rig to fbx with all the right settings this is what pops up.


When checking for errors this is the message description:
The plug-in has detected mesh nodes with unsupported operators that affect the vertex and/or face count. To correct this, delete the Non-deformer history before exporting. The following nodes will not be processed:

polySurface37

When deleting non deformer history is just removes the rig.

I tried using it in unity to see if it worked anyway but no success.

Help would be greatly appreciated! :slight_smile:

Im not a maya user but it sounds like you have a smooth or tessellation function/modifier/operation on the model after the skinning data has been calculated.
Remove that smooth/tessellation on the mesh then the export will be clean.
The skin has to be the last/top most operation on the mesh - per fbx export rules. Except maybe - blend shapes / morphs.

Looking at his rig screen, I don’t think he’s using any smoothing function before exporting or you’d see it in that image. If you are using the smooth mesh tool (The 2 key) then that could be the problem. If so, you can try the Mesh Display > Soften Edge option instead to get the look of a smooth surface without actual tessellation or the smooth function. Unity supports this, though I forget how to enable it. (Google knows)

If that’s not the case then I’m not certain here. Could you upload another screen, but this time click the error to display any details, or at least so we can see the rest of the error text?

I know that sometimes you get error messages like that when exporting curves as character controllers, but you still get a clean export, it just doesn’t export the controller with the issue. But that should still function fine in Unity most the time. Have you tested the fbx in Unity yet to see if it works? Or does it not export at all?

Also…
I was just looking at some tips for exporting animations into Unity and it seems that using a broken rig (meaning you have floating bones/joints (like in your character’s hands)) might cause issues. However, I skipped past that part because I haven’t used any floating joints in my work yet. You could try (if you aren’t already too far into your animation process) to parent the floating joints to your body joint chain and see if you can export then. I doubt this is your issue though, because the error mentions mesh and vertices, which doesn’t really have much to do with your rig unless it’s a binding issue.

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In maya, you can delete the non deformer history ( check into the options around delete history.) this will allow you to delete whatever nodes are currently on your poly surface without getting rid of the rig.
You should ALWAYS delete history on meshes before rigging, otherwise that issue always pops up :slight_smile:

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