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Question by
tayloreichhorst · Sep 22, 2017 at 08:06 PM ·
rotationfbxboundsimporting assetsskinned mesh renderer
Skinned Mesh Renderers Bounds rotated incorrectly when importing from Maya.
My model comes into Unity fine, animations work great, everything's great. Why do the skinned mesh renderer bounds look like this? does anyone have any idea what I am doing wrong regarding skinned mesh renderer bounds? If you can't see the picture, what's happening is mesh renderer bounds are rotated incorrectly when I import the model from Maya.
Soon we will be doing things like calculating player height and scaling the model accordingly in VR, I fear this will not work well if the skinned mesh renderer bounds are calculated like in the picture.
capture.png
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