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Question by mjcostello · Sep 29, 2017 at 10:06 PM · scalehierarchyfbximportermaya pipeline

Scale compensate supported or not supported?

The 2017.1 https://blogs.unity3d.com/jp/2017/04/27/join-the-beta-testing-process-and-get-access-to-the-new-2017-1-beta/

it says: "FBX import in Unity now supports Segment Scale compensation for models exported from Maya. "

Is there some sort of preference for this?

Attached image of a simple rig in maya using segment scale compensate. Also an image of the fbx exported from maya into unreal and unity.

As can be seen, unreal does the correct thing, whereas unity, by default, does not.

What am I missing?

I have workarounds (flatten hierarchy in maya and constrain these joints to animating hierarchy and bake), but surely there must be a setting in unity to achieve this.

Thanks for any help

alt text

alt text

unityunreal.jpg (51.6 kB)
maya.jpg (155.3 kB)
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Answer by thomaschollet · Oct 16, 2017 at 02:09 PM

Hi, sorry the release note is misleading, the issue was that unit conversions and file scaling always ended up producing wrong skeleton poses and animations with scale compensation. We had bug reports saying that scale compensation should not matter if there is no scale animation and this is what got fixed in this version. So basically, only models with scale compensation that don't have animated scale behave properly. Sorry for the confusion, I'll see what I can do to update the release notes.

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Answer by mjcostello · Oct 08, 2017 at 10:58 PM

Someone must know what I'm missing here. It's as basic as it gets: 5 fk joints and a tube and it's not doing the right thing in Unity, but doing the right thing in Unreal Anyone?

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