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Question by The_Uchiha · May 03, 2017 at 11:42 AM · meshfbxmaya

Mesh deforming when importing skinned and animated fbx from maya

I have a model that was rigged and animated in maya but as soon as i bring the fbx of that model in unity its mesh geometry is deforming ( vertices are not at the same position as they can be seen in maya ).I have tested the fbx in 3ds max and blender also and everything seems to be fine , looks like the problem is only in unity.

alt text

This is how the model is seen in maya

alt text

This is how the model is seen in unity

maya-wing-screenshot.png (234.1 kB)
capture.jpg (142.6 kB)
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avatar image Sanky · May 03, 2017 at 12:50 PM 0
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I think because of the initial position of the object/character this happens. Do you did freeze transformation to the character before rigging? While exporting character from maya do you tick [Deformation Option ON]?
Also try to bake rig properties while exporting for the Unity.

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Answer by The_Uchiha · May 09, 2017 at 06:15 AM

yaaa,thanks for the reply @Sanky ,i actually freeze the model before starting the rig and while exporting i had also checked deformation option to be on and about the baking my procedure is to select the joint hierarchy than select the group of mesh that export fbx and these are my properties for exporting fbx.alt text


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