I’ve been trying to import an animation done in Maya. I’ve attempted to import it as Maya Ascii, Binary, and FBX formats. In all formats, the model imports, but when moved from the library to the game area, it’s invisible. Yes, I’ve scaled the model up in unity, until it’s started using letters to calculate numbers.
The only thing I can see that might be kind of wrong is that the file, when opened up in the Unity Project window, lacks a sub-item with a grid symbol that most models I import have.
I’ve included a screenshot of the untextured model alongside the Outliner to show the rig and mesh heirarchy, in case there’s something wrong there I’m not seeing. I’d be glad to update this file with any screenshots or other information you may need for troubleshooting.
Anything you guys can do to help me out would seriously be saving my ass, and I appreciate any thoughts you may have. Thanks a bunch!
Hello,
Firstly, please scale down your screenshot. Nobody wants to have to resize their browser window to see a shot of your window. 
Secondly, can I get a shot of your Unity editor window?
Best wishes,
-Lincoln Green
I’ve updated the original post with a smaller Maya screen (Sorry about that!), and a shot of the Unity screen.
I do apologize, I am rather new to Unity, so I may not know exactly what you’re asking for. Everything I’m researching on Editor Windows refers to the scripting ability to create custom options windows, and there’s been no programming done yet.
I’ve opened up all the Inspector options for the character object in the second shot, but if you’re looking for something else, I’m afraid I may need more specific instructions.
Hello,
That is odd – I believe you should be seeing the mesh in your Unity screen. Would you mind uploading a .fbx of the character so I can test it out over here?
Best wishes,
-Lincoln Green
The file is for a game headed for publication, and I can’t go so far as to post the file on a public board, but I’ll be happy to email the file to you.
I make no guarantees for the file’s integrity; every time we attempt to export an FBX, the file winds up missing bones.
I don’t suppose you’d be able to use a .MA file?