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Question by Wesker_Kai · Nov 14, 2011 at 09:18 PM · meshtagmayajoints

maya export to unity

have 2 problems about my job. When I import the animation from Maya, It shows that kinds of thing:

1.Mesh 'bug_wing_L' has 40 (out of 40) vertices with no weight and bone assigned (they will be assigned to bone #0 with weight 1). The list of vertices: 0, 1, 2, 3, 4, 5, 6, 7, 8, 9 and so on...

2.Skipping influences for 'joint65' 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 have found a lot, but it is useless. I have use bake animation. Please help me!

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Answer by taxvi · Mar 26, 2014 at 11:26 PM

sup!

The second error is fired when you are using RIGID BIND in maya which is not supported in unity. You'll have to go back to maya and re-bind and re-paint a smooth skin to the skeleton. It pisses me off too, but google isn't giving me easier options.

Now to the first mistake - it's just saying that it's a separate object, fix the second one and it's gonna be ok.

I know I answered 3 years late but hope it'll help others with the same problem.

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