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Model hands warped on import.
I made a model in Maya and imported it into Unity. I made sure that all my skin weights and animations worked the way I wanted to. However, when I imported the model, the hands came out like this.
I'm not exactly sure why it does this. The model is fine in Maya and I can't see any other parts of the model with such errors. Anyone have any idea why this could be happening?
Are there any import warnings in the console?
Also, try changing the mesh renderer to 4 bones.
I tried re-importing the model to see if there were any. The only warnings I saw were
The AnimationClip 'IdleStand' used by the Animation component '$$anonymous$$aleChar' must be marked as Legacy.
Default clip could not be found in attached animations list.
Unable to open Assets/$$anonymous$$odels/Character/$$anonymous$$aleChar.ma: Check external application preferences
[mecanim]: BindSkeleton: cannot find Transform '$$anonymous$$aleChar'
What kind of rig are you importing (Legacy, Humanoid, or Generic)?
Did 4 bones help?
Also, try to resolve those warnings. They might be causing problems or masking other problems.
It LOO$$anonymous$$S like some of your vertices aren't assigned (or weighted properly) to the skeleton. I'd go back into your modeling program and check / reassign the vertices for the hand.
This definitely has to do with weight painting, which is pretty much vertices not being assigned to any bones.
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