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Question by SuperSparkplug · Aug 08, 2013 at 07:11 AM · animationmodelmaya

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. alt text

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?

screen shot 2013-08-08 at 3.55.49 am.png (58.4 kB)
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avatar image TonyLi · Aug 08, 2013 at 01:43 PM 0
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Are there any import warnings in the console?

Also, try changing the mesh renderer to 4 bones.

avatar image SuperSparkplug · Aug 08, 2013 at 03:40 PM 0
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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'
avatar image TonyLi · Aug 08, 2013 at 05:15 PM 0
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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.

avatar image Jon Petersen · Aug 08, 2013 at 10:36 PM 1
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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.

avatar image clunk47 · Aug 09, 2013 at 01:23 AM 0
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This definitely has to do with weight painting, which is pretty much vertices not being assigned to any bones.

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