I wonder if anybody could help me, I’ve animated a character in maya using the human IK system and exported it as an FBX. All looks ok in maya when I open the FBX, and I’ve managed to upload it to sketchfab without any issues, but in unity, as soon as I set the ‘animation type’ to anything other than ‘none’, the model turns to mush! Is there some setting I’m missing in unity or perhaps I should be posting this on a maya forum as well. Im hoping that it isn’t an inherent problem with mayas human IK :-/
I had some issues with Mecanim finding the hierarchy for a standard “Biped” and making assumptions about the rig which led to mush. I ended up renaming the bones by removing the prefix on them so that it did not interpret the skeleton that way. This solved my issue, maybe give it a try? It wasn’t my model so I don’t know what it was made in, unfortunately.
Thanks for the tip! Would you be able to direct me to anything that would state the best way to name the bones? I’m not really a seasoned rigger, but I’ll give it a go!
If that doesn’t help, can you post an image of your hierarchy in the Hypergraph or the Outliner? Accessible through Windows>Hypergraph: Hierarchy and Windows>Outliner, respectively.
Here’s what the windows look like for a rig I’m working with. It’s not named to use Mecanim, however. Its features aren’t applicable to the project I’m working for. So ignore the naming convention used here…
hi - thanks - ill take a look at those pages. Here’s a grab of my outliner (with as much expanded as I could fit in) this is with the prefix still included.
Yeah, I’d definitely just recommend doing a search/replace on the Character1_ string. Modify>Search and Replace Names.
You can do it for Character1_R Character1_L Character1_N and Character1_H
That should cover all of them quite fast. If you still want them to be named, I think putting it as a suffix should be ok(don’t quote me, though).
Is that a locator they’re parented under? Not sure if Unity will play nice with that. Never tried, tbh. If changing the names doesn’t help, maybe try swapping that for a joint?
Another Max artist here offering help - might be the skinning in maya is allowing bone influences for more than 4 bones per vertex and Unity don’t like that.
Check out how to limit the number of bone influences in maya to 4, set it to 4 and then try to re-import. Also check to make sure Unity is setup to allow 4 bone influences per vertex. I believe it is set lower by default.
One last thing - are you by chance compressing animation on import? I’ve seen some issues with this in the past, but normally only on specific animations, not the entire rig.
I’ve tried all these things in combination now and still no l luck :-/ I keep getting an error with the rig configuration in unity saying that it can’t find the head bone (which is actually there).
Im still thinking its either the way I’m binding it in maya or the structure of the bones that are created maybe
Ive been exporting the mesh in meters rather than centimetres - this change now means the mesh doesn’t turn to mush when in humanoid mode - however, the animation isn’t showing still :-/
I’m getting this error if it means anything to anybody… ‘centerroot for human bone ‘hips’ not found’