I had a colleague create a textured, rigged 3D model for me within Maya 2013 but discovered Unity 3.5.0 consistently crashes during import of the .MB file. The laptop does have Maya 2013 installed with Unity 3.5.0.
A quick search informed me Unity prefers FBX files so i decided to export the model to FBX following a wiki’s instructions. For Maya 2013 the FBX plugin installed is FBX 2013.3 Plug-in for Maya 2013. I adjusted the Maya export windows settings as shown in the snapshots:
After the export completed i received the following Maya warning messages:
Warning: Skin Definition (28)
The plug-in has found the following skin definition problems :
- Unable to find the bind pose for : / master_ctrl / sub_master_ctrl / all_jnts_grp / bn_hip_jnt / l_tie_bn_jnt. No bind poses in the hierarchy containing the object will be exported.
- Unable to find the bind pose for : / master_ctrl / sub_master_ctrl / all_jnts_grp / bn_hip_jnt / l_tie_bn_jnt / l_knee_bn_jnt / l_ankle_bn_jnt / l_ball_bn_jnt. No bind poses in the hierarchy containing the object will be exported.
- Unable to find the bind pose for : / master_ctrl / sub_master_ctrl / all_jnts_grp. Use the DAG node current transform.
Warning: Unsupported map(s). (1)
The plug-in does not support the following maps and will not export them. To learn how to convert them so they export correctly, see Edit > Convert to File Texture in the Maya documentation.
ramp1
Warning: Complex animation baked (1)
490 attributes had complex animation. Complex animation was exported as baked curves. (23520 evaluations done)
I ignored the warnings and tried to import the exported .FBX file. I copied the entire folder into my Unity Assets folder, after a few secs Unity reported the following error:
(Filename: C:/BuildAgent/work/b0bcff80449a48aa/Editor/Src/AssetPipeline/ModelBoundsCalculator.cpp Line: 458)
nodeInfo.skinnedMeshBounds.IsValid()
ImportFBX Warnings:
File contains 72 (out of 404) nodes with Scale Compensation. Scale Compensation is not supported by Unity (because it works differently in 3dsMax and Maya). This might result in scale imported incorrectly, if this happens try disabling Scale Compensation in your file. The list of nodes that could be affected: femaleprefix_prefix_bn_spine01_jnt, femaleprefix_prefix_bn_spine02_jnt, etc
When i drag the rigged model into the scene most if not all of the mesh is gone.
Any ideas on how i can get my Maya file into Unity 3D successfully? FBX or MB directly, i dont care as long as it works.
Thanks


