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Bug Animation Skinning appears different in Unity than in Maya (not vertex influence related)

Discussion in 'Animation' started by JimBendingBoneloaf, Oct 8, 2022.

  1. JimBendingBoneloaf

    JimBendingBoneloaf

    Joined:
    Jun 24, 2022
    Posts:
    2
    upload_2022-10-8_15-41-48.png

    Hello

    The skinning is very different in Unity (2021.3.8f1) from Maya. Its rougher and I have spikes, despite ensuring that the two are matched up vertex influence wise.

    At the moment I can only presume this is a bug.

    Is anyone aware of any other quality settings or import settings I need to be aware of?

    Is there a recommended method of bind options? It would be great if I could get a Unity developer to clarify ideal skinning solutions as in my experience of animating characters in Unity this hasn't been documented anywhere


    Thanks

    Jim
     
  2. MrKsi

    MrKsi

    Joined:
    Aug 30, 2020
    Posts:
    134
    Try to save it to obj or make a 3ds version and overtake it from 3ds max already in Unity.
     
  3. MrKsi

    MrKsi

    Joined:
    Aug 30, 2020
    Posts:
    134
    Another option is to save it in 3ds and use SimLiber to overtake it in fbx format
     
  4. MrKsi

    MrKsi

    Joined:
    Aug 30, 2020
    Posts:
    134
    If there is the same problem in these programs, then most likely it is a problem of the vertices of the model, only a rework will help here, do you have a rig on the model? Try to remove it and see the changes