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Character Problem (Maya)

Discussion in 'Formats & External Tools' started by SmileTR, Sep 6, 2016.

  1. SmileTR

    SmileTR

    Joined:
    Jan 3, 2014
    Posts:
    20
    Hello guys,

    I'm using maya for character. But, clothes are the problem. I'm showing a picture of the problem.

    There is no problem with the Maya.


    But, Unity, it doesn't seem good.


    What is the reason of this?
     
  2. _GimbalLock_

    _GimbalLock_

    Joined:
    Feb 26, 2013
    Posts:
    137
    At first glance I would say it's a weighting issue. Unity only allow a max of 4 influences per vertex. So if you skinned to allow for more than 4 Maya there will be a difference once you move to Unity.

    Also, in Unity... Under either player or quality... Don't recall exactly. There is a setting that sets the max limit for influencers. It may be set lower than 4.

    One of those or a mix of both is my guess.
     
  3. bart_the_13th

    bart_the_13th

    Joined:
    Jan 16, 2012
    Posts:
    485
    Seems like z fighting. You could just simply remove polygons in part of the body that's covered by the clothing, or create a shader that decrease/offset vertex z for the cloth..
     
  4. SmileTR

    SmileTR

    Joined:
    Jan 3, 2014
    Posts:
    20
    I'm using "Marvelous Designer" for clothes. Transactions ;
    M.Designer Export Obj > Maya Import > Selected New Clothes and Rig : Bind Skin > Selected Clothes and Character : Copy Skin Weights.

    Result : Maya, shown in the images. No problem. But, Unity it does not seem good. I wonder, merging the problem?
    Or, What are your suggestions for the character at the low poly?
     
  5. _GimbalLock_

    _GimbalLock_

    Joined:
    Feb 26, 2013
    Posts:
    137
    When you bind the skin, be sure to check your settings to ensure you've set the max influence to 4. Just in case this is the issue. Setting & maintaining max influences should be something you always do.

    Also, like Bart said, this could also be z-fighting. Which is when 2 surfaces are too close to one another and the computer doesn't know which to draw, which will cause flickering between the two surfaces. Imo, unless your character is changing clothing or the mesh under the clothing will be visible at some point, it should be removed. Keeping hidden skinned geometry is adding more work for the engine. Plus you have to ensure both the top and bottom mesh deform uniformly or else that can cause surface clipping.

    Also, if you are merging be sure that you are deleting construction history.