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Maya to Unity - joint orientation ignored or lost
Update: This question is related to this topic: http://forum.unity3d.com/threads/129987-Maya-to-Unity-Joint-orientation-ignored-or-lost-on-import
Original I am currently rigging a vehicle with lots of mechanically moving parts. Joints are a requirement for this project (GDD demands, programming demands) - so no, cannot do this in Unity.
The joints have been setup and skinned to the appropriate mesh parts in Maya and every flap, under carriage etc. is swiveling nicely around its hinge axis in Maya. I am doing this by adjusting the jointOrientation and zeroing out any rotation of the bones (so the neutral state will be 0) - so in the end I can rotate a flap around one of its local axis.
Exporting to fbx. Importing into Unity.
In Unity some of those joints work like a charm while others completely ignore the joint orientation. I am testing the flaps by dragging the prefab into the scene and rotating each of its hinge bones. Some are using the joint orientation given in Maya. Some are using the local axis of the root/object instead.
What am I missing here?
I found a temporary solution by using the native $$anonymous$$aya file ins$$anonymous$$d of an fbx file. We are using the current version of the exporter and are working with $$anonymous$$aya 2010 x64. Any suggestions are welcome.
Answer by DonyaSZE · Aug 30, 2017 at 03:43 PM
Click object > Channel Box / Layer Editor > skinCluster1 > Skinning Method > Classic Linear.
This fix worked for me at least!
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