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Strange Maya to Unity Import Issue (bones resizing?) Please help!
TLDR: Suddenly when importing a rigged character model (fbx) into Unity, the model looks completely distorted. The mesh itself seems to be fine, but when everything is put together, it becomes a mess. (Images of what I’m seeing included in post)
This is the first time I’m working between the two programs and I’m not very experienced in Maya, so please let me know if I’m missing something obvious.
To give the full idea of what’s happening, I am trying to import my custom character model into my Unity project. I originally imported the model with mild success. It looked and moved correct. But there was an issue with one of the joints not existing (it didn’t have any skin weight in Maya). We will call this Dryad1.
I fixed the issue with the joint and exported the rig the same way (fbx, supposedly the right settings). This time when the rig arrived in Unity, however, it was strangely crumpled. It looks like the arms and especially fingers are super oversized, the head and legs are small… basically everything is out of whack. When I create the humanoid avatar, the joints are visibly distorted in the avatar configuration. (Dryad2)
To troubleshoot it, I went to the original Maya file that Dryad1 came from. I re-exported this version and dropped it into Unity. (Dryad1.1) The same problem occurred. The appearance was exactly the same as Dryad2.
Using the original fbx of Dryad1, I imported it into Maya again. This import did not have the distortion problem.
I’ve tried lots of different versions at this point. This is happening to a totally different model and rig as well (with different bones distorted in different ways). Looking in Unity, the meshes all seem to be fine, but when put all together, the bones distort it terribly.
I’ve been scouring the internet for anyone having/fixing this problem without any luck. I have found some somewhat similar problems and solutions, so I’m including a list of what I’ve already tried to fix it.
Things I’ve tried:
Importing the fbx into a different Unity project
Importing the fbx into a new Maya file and re-exporting the rig, then going to Unity
Deleting past imported fbx from Unity project and importing a fresh one
Using Maya’s send to Unity function
Delete all by type history/non-deformer history in Maya
Checking that the joints in Maya aren’t scaled inconsistently
Making sure there is only one clean bind pose in Maya and there are no export error warnings
Checking that the mesh’s scale in Maya is 1/1/1
Changing the fbx export unit settings
Resizing the joints in avatar configuration in Unity and applying changes
Thank you so much for reading all this. I’m really confused and will appreciate any/all help given.
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