I’ve looked around these forums and have otherwise googled this to no avail, and my brain is fried after hours of trying everything I could think of.
I haven’t used Unity in a little while, so I just downloaded 4.3. Immediately I’m facing this insane issue that I’ve narrowed down as far as I can. Any skinned mesh I import is affected and warped, and it seems that its caused by the root joint and any/all child joints not being in the same place, which is ridiculous. I’ve tried with multiple characters (even just a skinned box) on both Maya 2013 and 2014. The exported fbx works fine in Maya, Unreal, and Unity 4.2… but in 4.3, this happens.
Here is a generic mesh I’ve been testing with, and what it looks like in 4.2
And what it looks like in 4.3…
For some more specific example, here’s the mesh in maya and 2 randomly placed joints. The mesh was bound to both of these joints in this position:
And this is the result in 4.3:
I’m sure I must have missed some forum post or patch note, no way an issue like this could go unnoticed. Any tips other than going back to 4.2 are much appreciated, thanks.
Hey David - this is some strange deformation going on here, I’ve not seen similar issues in 4.3 thus far, looks like it is related to the skinning and joint hierarchy, but it could be a bug, the only way to be sure would to report one in Unity:
Help > Report a bug
Attach your project and additionally attach your working Maya file, then one of our QA team can take a look at it
Hi Olly, thanks for responding. I’ve gone ahead and uploaded a small bug report file with the Maya scene as well.
I noticed however that I was wrong earlier, this isn’t working for me in 4.2 either, as I thought it was. 4.2 shows the character mesh just fine in the preview pane, but bringing it into the scene or the avatar configuration shows it again as just a blob. Perhaps there’s just something really wrong between my own copies of Maya and Unity, because as I said, the fbx files I export still work fine in Maya and Unreal. Also in the avatar configuration, it even reports some joints (forearm and hand, specifically) as having a scale of 0, which they don’t. This is really bugging me.
Oh gosh, I feel incredibly… not intelligent… right now. It was the dang Units Scale Factor in the export settings. I never even thought of that because, as far as I knew, I’d never encountered problems due to changing that. My bad, this can be closed I suppose. Wow, biggest brainfart ever.