So I’ve been having problems with some of my very complex human characters so I made a very simple poly test character and smooth bound him. The positions of the bones are way off, making animating in Unity very difficult.
I’ve tried exporting using Both Kaydara FBX 2010 and OpenCollada but both seem to produce the same result.
For this simple test I don’t export using the baked option, I expect to animate in Unity.
I completely rebuilt the model and froze (zeroed) the transforms, rotations, and scale, then created the skeleton with scale compensation disabled, then bound it smoothly and I’m still getting an incorrect skeleton.
Wow, late follow up for me getting to this, sorry.
@ WinningGuy - No the mesh was precisely created to the skeletons dimensions, any other alterations were frozen to 0
@ Paulius - Yes it looks great in Maya/3DS but once you get it into unity, the bones are not lined up the same. They are offset to a large degree. Particularly in the legs
Here’s a perfect example. When I import the reference human character from the 3rd Person Example Project and move what should be his upper leg, I get this. Am I doing something wrong?