I created a character and animated it within Maya. I baked and exported the animations as an FBX which all worked fine within Unity. When I try to import the mesh with the rig it can’t find the rig though. I’ve gone through and re-skinned the character and done re-done almost every step and made sure the FBX export has all of the correct settings. I exported the default T-pose rig without and it recognized it as a humanoid character, but if there is any geometry it doesn’t work. I cannot configure the avatar either, its just blank. Any ideas why this is happening?
You are doing something wrong in Maya, though from your explanation I don’t know what it is.
Could the mesh be some type of bad mesh for a game engine, splines or nurbs?
Are you possibly parenting the mesh to the root bone and then skinning the mesh to the rig? This would probably bug out in Maya (I’m a Max animator so I’m not sure) with multiplied transformation/rotation - so probably not.
What happens when you re-import the fbx from Maya back into Maya. Does the rig/mesh hold together with the animations intact?
Are you using some odd skin weighting, like rigid vert weights or something?
Isn’t there a process for rigging in Maya where the artist references a simple animation rig and animates that, while the character rig is animated without having to manipulate the controls? I don’t know the term but a lot of people attempt to use that process, and from reading instances of that - the process is not straight forward and doesn’t work as expected in Unity.
Anyway - maybe this uneducated guessing sparked an idea on how to fix the issue.