Skinned Mesh From Maya to Unity Messes Up

Hello folks,

I’ve been using Unity for quite a while now and I´ve stumbled across several problems.
This is one of them and I was wondering if I could get some help.

I would definitely appreciate it!

So the problem is:

I have this model of Rayman (© Ubisoft) rigged and skinned in Maya.
So I imported it to Unity and then it did crazy things with the hand:


(Or this one if the linked picture won’t open)

I’ve already tried several things:
-Deleting History and Non-deformer History in Maya
-Adjusting the Blend Weight quality in Unity
-Rerigging and Reskinning (which was a long and boring process)

I hope anyone can help me. :wink:

Thanks,

~Avi Hooves

This is a hard one to make suggestions on without seeing the maya file, but I’ll start with asking if you are loading a mb file into unity or exporting to fbx? If you are using mb, I would suggest exporting as fbx to see if it makes a difference, but also because you might need this animation on a machine without maya at some point. I made that mistake when I was first learning unity and decided to port a game to the iphone. My maya license is on a pc and I didn’t have it on my mac so I couldn’t load any of the assets.

I would say re-rig it, but you’ve already done that, so it might be a problem in the mesh itself. Try exporting the hand out as a obj file and importing it back in to make sure it’s nice and clean. Re-rig that version. If you import the obj into the same scene you can simply transfer the rig over and then delete the old hand. This might keep your problem still in the file though.

Have you tried “optimize scene size”? There might be a hidden old node that is causing problems.

I’m going to guess your problem is at maya’s end. I’ve never had problems with importing stuff into unity, but I’ve experienced many problems with maya. It’s a great 3D program, but it has a lot of bugs.

Hey Gnimmel,

Thanks a bunch for the response and tips.
I’ve tried both and none of them worked … Reimporting an .obj file into Maya and then re-rigging made it … slightly better, but the problem still occured.
Ehm, you see, if I detach the rig of his hand and then export it to Unity, it shows up fine, so I don’t really think the problem has anything to do with the mesh.

It shows up fine in Unity’s browser/preview-thingy, but when I drag it to the scéne, it messes up.

I don’t think it’s Maya that messes up the model, otherwise it wouldn’t show up fine in the preview-window, right?

but thanks a lot for the response!

Sorry that didn’t work, but I meant the problem could be a bad hidden node or connection in maya which exporting to obj would have fixed because obj can only store mesh information and nothing else. I’ve had scenes in the past where 1 small object caused maya to crash. I’ve also seen a similar problem to yours but in maya itself, 1 vert refusing to follow the skinCluster correctly even though it’s weights and everything else where fine.

It could still be a problem with the skinCluster depending on how you re-rigged it, but the only real way to test that is to rig again from a clean file using the obj. That would be a real pain, especially as you’ve already tried re-rigging.

Without looking at the file, I’m now at a lose for ideas. I’d try looking through all the connections and see if there is a hidden node somewhere. You can do that in the hypergraph making sure everything is visible, or if you know mel well enough, saving as a ma file and looking at the file might show something.