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Question by E McNeill · Apr 23, 2011 at 11:27 PM · fbxmayajointsjoint

Joints placed incorrectly after FBX import from Maya

I've attempting to import a rigged Maya model via an FBX file, but when I import it, the joints are misplaced. They seem to be scaled inwards or something.

This is a screenshot of one of the joints inside Unity: http://i.imgur.com/zpPZN.png The selected joint is meant to be placed inside of the top sphere on the closest leg.

I do get some warnings during the FBX import: "Skipping influences for 'jointX' because it is marked as ADDITIVE. This most likely means that you are using a blend shape or custom deformer, which is not supported." I am not using a blend shape, nor a custom deformer to my knowledge, so I don't know what could be causing this warning, or whether it has anything to do with the issue I'm having.

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avatar image Paulius-Liekis · Apr 25, 2011 at 09:11 AM 0
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Can you post how it looks in $$anonymous$$aya? $$anonymous$$aybe you just need to change handle mode from Center to Pivot in Unity? (in the top-middle of the screen)

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Answer by flabbers · Apr 24, 2011 at 06:16 PM

having had a few problems with bone anims from maya i've found the best way is to bake the anims in maya before exporting. that way no rig is exported just the anims and mesh. first though, you could try just ticking the bake button in the inspector of unity with your current model.

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avatar image E McNeill · Apr 25, 2011 at 12:42 AM 0
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Could you describe how to bake the animations in $$anonymous$$aya? The only baking I know of is baking I$$anonymous$$ to F$$anonymous$$ in the joints.

avatar image Paulius-Liekis · Apr 25, 2011 at 09:10 AM 0
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You can select bake option in FBX export dialog.

avatar image flabbers · Apr 25, 2011 at 10:26 AM 0
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use the bake option found in the edit menu in maya. select bones first then edit > keys > bake. do with handles and ik's. when finished delete rig and the mesh will still animate :)

try Paulius's answer first as it easier and will save time.

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