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Unity and Kinect Character Rigging
I have a model rigged in Maya. The joints are set and named according to this: http://msdn.microsoft.com/en-us/library/microsoft.kinect.jointtype.aspx. However when I'm importing it in unity it looks allright.. however when I run the game a lot of my joints are offset quite a bit.
My question is: is there a specific way you should rig and skin a model in maya? Do you need to place the joints in specific positions?
I managed to fix the orientation problem by using World Orientation for the joints.. would that make a difference?
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