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Unity import mesh problem
Changing weapons in-game is one of my least problem now. I tried to follow this tutorial http://www.farfarer.com/blog/2011/07/07/unity-skeletal-ragdoll-jiggle-bones-tutorial/ im supposed to export my character twice, once with animation but without my jigglebones and once without animation and with my jigglebones In FBX Format. but when i try to import my FBX file from "maya 2012" to "unity full free version 3.5.0f5" my character gets deformed like the picture above. you might not se it but thats my character atleast whats left of him to se. i've tried changeing the FBX version but i still get this annoying problem. I've rigged and animated my character and i would like to point out that when importing my character with his weapon, the weapons fine nothing like this happens to the weapon. only my character gets deformed horribly. But when i importmy character and his weapon with mb format i dont get this problem. but then i have no idea how to get jiggle bone for my cloth and hair. if you have any solution to my jigglebone problem or fbx problem please, please help. if you have a script or something could you tell me how to use it cause im a real noob when it comes to unity. ty
Answer by AIZ · Jul 04, 2014 at 02:49 PM
Hey, this is old but Google led me here 'cause I was searching for the same problem; answering so others that are led here can fix it! For every joint that unity names in the error log, select it in Maya and go to Attribute Editor (CTRL+A for win) and under "Joint" section, turn "Segment Scale Compensate" off. If they are too many select them all and use this MEL script:
global proc disableScaleCompenstation()
{
string $objz[] = `ls -sl`;
for ($thisobj in $objz)
{
setAttr ($thisobj+".segmentScaleCompensate") 0;
}
}
Hope this helps someone!
@AIZ couldnt get the $$anonymous$$EL script to work, but selecting all the joints and turning that attribute off in the attribute spread sheet worked for me.
Taking it in to unity now...
anddddddd...
IT SEE$$anonymous$$S TO HAVE WOR$$anonymous$$ED!!!! Thanks!!!!!
I know this thread is a bit old, but I've been having this same problem. The issue I'm having with this solution is that it deforms my model in $$anonymous$$aya the same way it does when it imports to Unity. Is there a way to turn the scale compensation off without defor$$anonymous$$g the model in $$anonymous$$aya?
No, I don't think so. Unity simply can not import scale compensation and ends up ignoring it. I don't think it will support that feature and the near future, because scale compensation is not a effective thing for real-time computer graphics. I don't know of any other way than fixing your model.
I was able to fix the model by just adjusting the scale after getting rid of the compensation.
Answer by Paulius-Liekis · Jul 10, 2012 at 10:12 AM
What king of import warnings do you get in the console? Maybe you do not include Skin or Bake animation when exporting manually to fbx?
It's quite likely related to the warning. You're using Scale Compensation on your joints and Unity can not import that. Try removing scale compensation (or at least scale) and see if it import as you expect it to.
in the console i get this. I do include skin and bake animation when i export manually. this problem is buging me like hell.
ImportFBX Warnings: File contains 113 (out of 157) nodes with Scale Compensation. Scale Compensation is not supported by Unity (because it works differently in 3ds$$anonymous$$ax and $$anonymous$$aya). This might result in scale imported incorrectly, if this happens try disabling Scale Compensation in your file. The list of nodes that could be affected: R_Ankle_Control, joint80, L_Ankle_Control, joint15, Root_Joint, Spine1, Spine2, Spine3, Spine4, Neck, Head, Head1, joint81, joint82, joint83, joint84, joint85, joint86, joint87, L_Clavicle_Control, L_Shoulder_Control, L_Elbow_Control, L_Arm_Control, L_Hand_Control, L_Pinky, L_Pinky2, L_Pinky3, L_Pinky4, L_RingFinger, L_RingFinger2, L_RingFinger3, L_RingFinger4, L_$$anonymous$$iddleFinger, L_$$anonymous$$iddleFinger2, L_$$anonymous$$iddleFinger3, L_$$anonymous$$iddleFinger4, L_IndexFinger1, L_IndexFinger2, L_IndexFinger3, L_IndexFinger3, L_Thumb_meat, L_Thumb1, L_Thumb2, L_Thumb3, R_Clavicle_Control, R_Shoulder_Control, R_Elbow_Control, R_Arm_Control,