Hello,
I have a weird issue and I have no idea what is the problem here.
I have made a model in 3ds max 2010 with an idle animation and exported it to .fbx file format and loaded that into my unity scene.
The model is then deformed ( see attachment ).
Also it doesn’t import the texture map.
I have a different model also with an idle animation and that one doesn’t get deformed. This one does import te texture map.
Any idea what might be causing this and how to fix it?
I tried to export the model in it’s model pose ( standard pose in max ) and then it doesn’t get deformed at all. The model has been rigged with a biped and skinned with physique, exactly the same way as the model that works perfectly.
A little update,
The model will become deformed whenever it’s posed.
When it’s in the standard model position no deformations are visible.
Will I have to rig this thing again to remove the deformations?
this looks a lot like you didn’t set the import scale on the model to 1.0 which is a total must with rigged models.
You can use the transform - scale entry later should you want it to be visually smaller but NEVER mess with the import scale as that will alter vertex positions, resulting in very bad problems for the bones.
What do you mean with import scale? I don’t fully understand what you mean.
As in I have scaled the mesh in 3ds max before exporting to unity?
I may have scaled it, but definitely not after rigging it. Anyway, is there a fix to this issue?
I just rigged it with the skin modifier instead of physique and that one gives no deformations.
I’ll try one more time to completely re-rig it with physique and see if that helps since I work faster with physique.
But still I think it’s really odd that the other character gives no deformations while I’ve made it in exactly the same way.
What I’ve also found is that it no longer imports the actual texture map into unity. Before I put all animations in a different file, causing unity to load in the texture for every time the model was present causing a “huge” file name. So now I put all the animations in 1 file and set framenumbers in unity but it doesn’t load in the texture file anymore. I now have to do this manually.
Another update :
The person that made the base mesh for me may have scaled it in max. I found something on youtube concerning Reset Xform.
I did this, and of course had to re-rig the model, and made a quick animation of the arm moving up and down.
Now it doesn’t deform anymore so I’m guessing this fixed the issue.
So it comes down to this, when making a model and if you have scaled it somehow then you need to reset Xform before putting hours of work into rigging the model.
I actually meant the import scale in unity in the import dialog you get when you select the node in the hierarchy that holds the mesh (you might need to place it in the scene for that)
But yes, the Xform is known to be able to bite too if it isn’t reset
I don’t get any import dialog when importing stuff to be honest.
I simply make a folder named to the character and then drag the .fbx file into it.
Never done it any different so I have no idea =)
Hi guys, the problem here is all down to the use of Physique, which is currently not supported by the FBX file format. (Kinda sucks right, I’d much prefere to use physique over skin personally but…)
In order to get a breakdown of all of the different modifiers etc that are supported in the FBX format check out this link:
there will no dialog popup or alike.
you need to click through the hierarchy in the object after importing, you will then see the different import settings on the model and one of them is scale which is normally not set to 1 which with skinned models can lead to very ugly deformations