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odd mesh deformation when importing into unity

Discussion in 'Animation' started by sgtkoolaid, Jun 9, 2019.

  1. sgtkoolaid

    sgtkoolaid

    Joined:
    May 11, 2010
    Posts:
    899
    well first off the version of unity i have is 2018.2.20f1. I am using maya 2019. with Rapid rig modular advanced (latest version) the issue i am having seems a bit odd. when I use "game exporter" and load into unity. I get a weird difference in the mesh under the rib cage. I have the model set up in T-pose as you will see in the pictures provided. however I am running into an issue where upon import it garbles the mesh where the arms go up to the side. thoughts on this? when i do "export selection" it doesnt import the bones. I get a message when picking humanoid. ""not enough bones to create human avatar". again, thoughts on what the culprit could be? i deleted non-deformed history in maya and that did zilch. clearly something odd is at play here, so I am coming to the aid of the community to have some fresh eyes on it and see what I am not seeing. thank you in advance.
     

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  2. sgtkoolaid

    sgtkoolaid

    Joined:
    May 11, 2010
    Posts:
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    anyone that can help please?
     
  3. sgtkoolaid

    sgtkoolaid

    Joined:
    May 11, 2010
    Posts:
    899
    something i noticed. i imported into fbx review and it comes in perfectly normal. so something is going bonkers in unity in that particular area. thoughts?
     
  4. sgtkoolaid

    sgtkoolaid

    Joined:
    May 11, 2010
    Posts:
    899
    go figure solved it. lol Seems unity has a quality setting where it defaults to "Auto", 1, 2, 4 bones. living is learning. lol.