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Question by mattkell462 · Nov 19, 2018 at 05:31 PM · riggingmodelsimporting problemsdeformation

Having a problem with Unity deforming my model after importing

I have a fully rigged model in Maya Autodesk 2018, but when I import the model into Unity it is deformed. The entire thing is deformed and much larger than anything else on my canvas. At first, I thought it may have to do with my animation. After deleting all my animation frames and clips, the problem still persisted

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Answer by Hirnwirbel · Nov 20, 2018 at 11:29 AM

The size of your mesh has to do with the unit settings of your Maya scene and the fbx export settings. It's annoying, but luckily here's a little tutorial that explains it.

Now for some troubleshooting:

  1. Unity only allows 4 joint influences per vertex. Does your model adhere to that?

  2. When you look through your hierarchy, is it really the mesh that is deformed or is it actually some joints that go flying off?

  3. Does this also happen if you export only the mesh, without joints and skinning?

  4. Is your mesh clean? Non-deformer history deleted? Try running Mayas mesh cleanup to see if you have any non-manifold geometry of stuff like that.

  5. In your Skin Cluster in Maya, is Normalize Weights set to "interactive"? If not, the sum of all joint weights on a vertex can exceed 1. Unity might not like that.

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