Pivot point in .mb is only working if I delete history?

Hi.

Okay, so I’m importing models from Maya (2009, .mb) but I have a problem.

The pivot point set in Maya is disregarded in Unity. Unity instead sets the pivot point for the center of the mesh.

However, IF I delete the history in the model-file in Maya, the pivot point from Maya IS read in Unity. However, I can’t delete history, because then I loose the skinning on the model.

Is this a common problem?
Am I doing something wrong?
How do I fix it?

I need to get my pivot point from Maya, but I also need the skinning to remain.

Thanks in advance!

It is very important to keep a clean history in your files.

You can also 'Delete Non-Deformer history" which should preserve your skinning.

I assume you have frozen transfoms after skinning the mesh. Delete Non-Deformer history should cover this.

Alternatively, if you have a mountain of history, you can duplicate the model, delete the history on one, rebind, and copy skin weights back from the clone.
Although, that will require some reading.

Hi.
Thank you for your advice, but I’m afraid just deleting the non-deformer history doesn’t help. Then the pivot still is in the center. I’ve tried it.

I haven’t tried the duplication-technique though. But it seems kind of strange that it would be required?

Hi, I’m struggling with this same problem right now…

Deleting history, duplicating object, etc. doesn’t work, the pivot in Unity is still in the object center.

Also, I’m using .ma, not .mb, and have updated to the latest fbx plugin.

Halp!

John
http://buskergames.com

Oh jeez, I’m stoooooopid… Rotation set to ‘center’ via UI in Unity controls. Just needed to change it to ‘pivot’…

Okay, fire off the noob alert!

Haha, good things were so easily fixed.

I’m afraid that’s not the problem for me. So my problem remains.

If you are using a skinned character, it uses the pivot of the root joint, I believe. Typically, I’ll set the pivot where it should be, and then place the object pivot at the origin in the scene.