Unity 3d model import glitch.

When i try to import a 3d model i created with Autodesk Maya the vertices of the model go all over the place and parts of it like the hands are rotated and moved away from the arm randomly. The first time i imported a different model it worked just fine but now even that one does the same thing.
Here are some screenshots of the model after i imported it.

Zoomed in close to the model:
http://s666.photobucket.com/albums/vv24/Scalbion/Import%20Glitch%20In%20Unity%20With%20Knight/?action=view&current=Screen1.jpg

Zoomed out far away from the model:
http://s666.photobucket.com/albums/vv24/Scalbion/Import%20Glitch%20In%20Unity%20With%20Knight/?action=view&current=Screen2.jpg

http://s666.photobucket.com/albums/vv24/Scalbion/Import%20Glitch%20In%20Unity%20With%20Knight/?action=view&current=Screen3.jpg

And heres what the model is supposed to look like loaded from Autodesk Maya:
http://s666.photobucket.com/albums/vv24/Scalbion/Import%20Glitch%20In%20Unity%20With%20Knight/?action=view&current=Screen4.jpg

Any help will be appreciated.

How was it exported? FBX?
Is that with bones/animation?
Have you tried a skinned mesh without bones?
Is the mesh fully bone weighted?

I opened my model Auto Desk Maya and saved it then imported it as an asset in Unity, it does have bones that it is fully connected to and it is not animated, but i did try to import an animated stance of the same model but problem seems to be exactly the same. I didn’t try to import a model without bones because the only models i want to import right now are ones with bones. Like i said, The first time i imported a model which also had bone it worked, but even that same model that worked before isn’t working now.

So you imported the .MA file? or did you export the model as FBX? Thats the question we are asking you.

I exported it as an .ma and .mb, how would i export it as a FBX?

Ok, i figured out how to export as a .FBX but it still gives me the same problem, it doesn’t give me this problem with models that don’t have Bone or Skeleton but its much easier to animate things with bone in it, so i would like to get this to work.

Since unity doesnt have morph animations (at least not easily out of maya) you’ll have to use bones to animate things.

Judging by the verticies everywhere, there may be an issue with deformer history on the model or your import scale is different than the defaults. Just two suggestions.

Also, if he exported as a .MA file or as an fbx shouldnt matter. Unity takes maya files and does the FBX exporting itself.

When you said I may have to animate things with bones, did you mean from inside Unity other than importing it already animated? Because I animated it with bones from in Autodesk Maya already, but the models I am currently trying to import isn’t animated. Although I do plan on importing animated models, if I can.

If anybody has any random theories that may help, please say so because i really want to get this to work. anything you say may give me ideas of what might be the problem.

Animated bones from Maya are fine, just make sure that there are no other modifiers and bone weighting is correct.

Try clearing history on everything. Also if you need to import animations, baking them to the bones has worked best for me. Doing a search on baking animation in the forums should find a couple of good threads for this :slight_smile:

Will it give me problems if i connect a model to a bone that has other models parented to it, and i don’t connect the parented models?

and also do i have to attach the models a different way other then Rigid Bind?

Back faces maybe? That happened with my artist’s 3D models because he didn’t fix the backfaces.

Well there are some parts like under the foot and shoulder pads that i messed up by selecting back faces, but i didn’t bother to fix because they are not going to be visible In-Game XD, but i will try and fix them and see if it changes anything.

I tried fixing the Back Faces but it seems to have made matters worse…

Now when i import my character vertices are still stretched everywhere and more pieces are missing, like his head and most of his armor plating. I don’t know if this could have anything to do my my computer speed, but my PC runs slow while i’m in the import settings for this model but not while viewing in Maya or viewing in Unity after dropping into game view.

Also the model won’t move around in Unity when i try to drag the messed up pieces away with the Move tool so i can try to identify the model piece.

Am i the only one who has this problem?

Is there no solution to this glitch? could it have anything to do with my graphics card maybe?

back faces shouldn’t affect it too much I wouldn’t think… you might find that your model has holes in it wherever the normals aren’t facing outwards if you have normals the wrong way around though…

Similar issues that I’ve had before like this have been due to history, parenting or baking animations into the bones (Ctrl - selecting every joint in the hierarchy and baking).

IT’S WORKING!!

I’m not completely sure what a did, but whatever i did fixed it! I was just messing with the normals and naming meshes, and i for the third time deleted the history. but i got it to import without vertices going all over the place. However, i ran into a brand new problem. But i will make a new thread about it because it’s a different importing issue.

Anyways, Thanks everybody for you’re help i’m glad i can have me knight in the game instead of those floating heads with arms i had in place of him till i got it fixed.

Thanks Again!