Mecanim messes up my rig

I modeled a character in Maya then rigged it decently in Milkshape 3D. It loads up fine in unity, but when I try to use the guy with mecanim it messes up badly on the shoulder. Imgur Link. What could be causing this?

Anyone have a solution for transforming an object from an anchor point (IE. Top Left) and not the midpoint?

1 Answer

1

Did you bind the mesh properly? It looks like the binding of the shoulder is being influent by another bone. Can you show the bone-structure with the mesh?

Thanks for your reply. I did not see your answer until now. It also happens with the default-character from locomotion (package from the asset store). I am going to fill out a bug-report, because I think this should not happen.

Have you tried setting the mesh renderer's quality to 4 bones? I have some models that look deformed if they only use 1 or 2 bones per vertex.

Just move the object half of the amount added to scale, in the opposite direction.